AI Grammar Rephrase

AI Grammar Rephrase — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Simple interactive object extraction

    Simple interactive object extraction

    Simple interactive object extraction (SIOX) is an algorithm for extracting foreground objects from color images and videos with very little user interaction. It has been implemented as "foreground selection" tool in the GIMP (since version 2.3.3), as part of the tracer tool in Inkscape (since 0.44pre3), and as function in ImageJ and Fiji (plug-in). Experimental implementations were also reported for Blender and Krita. Although the algorithm was originally designed for videos, virtually all implementations use SIOX primarily for still image segmentation. In fact, it is often said to be the current de facto standard for this task in the open-source world. Initially, a free hand selection tool is used to specify the region of interest. It must contain all foreground objects to extract and as few background as possible. The pixels outside the region of interest form the sure background while the inner region define a superset of the foreground, i.e. the unknown region. A so-called foreground brush is then used to mark representative foreground regions. The algorithm outputs a selection mask. The selection can be refined by either adding further foreground markings or by adding background markings using the background brush. Technically, the algorithm performs the following steps: Create a set of representative colors for sure foreground and sure background, the so-called color signatures. Assign all image points to foreground or background by a weighted nearest neighbor search in the color signatures. Apply some standard image processing operations like erode, dilate, and blur to remove artifacts. Find the connected foreground components that are either large enough or marked by the user. For video segmentation the sure background and sure foreground regions are learned from motion statistics. SIOX also features tools that allow sub-pixel accurate refinement of edges and high texture areas, the so-called "detail refinement brushes". As with all segmentation algorithms, there are always pictures where the algorithm does not yield perfect results. The most critical drawback of SIOX is the color dependence. Although many photos are well-separable by color, the algorithm cannot deal with camouflage. If the foreground and background share many identical shades of similar colors, the algorithm might give a result with parts missing or incorrectly classified foreground. SIOX performs about equally well on different benchmarks compared to graph-based segmentation methods, such as Grabcut. SIOX is, however, more noise robust and can therefore also be used for the segmentation of videos. Graph-based segmentation methods search for a minimum cut and therefore tend to not perform optimally with complex structures. The algorithm has initially been developed at the department of computer science at Freie Universitaet Berlin. The main developer, Gerald Friedland, is now faculty at the EECS department of the University of California at Berkeley and also a Principal Data Scientist at Lawrence Livermore National Lab. He continues to support the development through mentoring, e.g. in the Google Summer of Code.

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  • Ampere Computing

    Ampere Computing

    Ampere Computing LLC is an American fabless semiconductor company that designs ARM-based central processing units (CPUs) with high core counts for use in cloud computing and data center environments. Founded in 2017 by former Intel president Renée James, the company is headquartered in Santa Clara, California, and operates as an independent subsidiary of SoftBank Group since November 2025. == History == Ampere Computing was founded in fall 2017 by Renée James, ex-President of Intel, with funding from The Carlyle Group. James acquired a team from MACOM Technology Solutions (formerly AppliedMicro) in addition to several industry hires to start the company. Ampere Computing is an ARM architecture licensee and develops its own server microprocessors. Ampere fabricates its products at TSMC. In April 2019, Ampere announced its second major investment round, including investment from Arm Holdings and Oracle Corporation. In June 2019, Nvidia announced a partnership with Ampere to bring support for Compute Unified Device Architecture (CUDA). In November 2019, Nvidia announced a reference design platform for graphics processing unit (GPU)-accelerated ARM-based servers including Ampere. In the first half of 2020, Ampere announced Ampere Altra, an 80-core processor, and Ampere Altra Max, a 128-core processor, without the use of simultaneous multithreading. In March 2020, the company announced a partnership with Oracle. In September 2020, Oracle said it would launch bare-metal and virtual machine instances in early 2021 based on Ampere Altra. In November 2020, Ampere was named one of the top 10 hottest semiconductor startups by CRN. In May 2021, the company announced a partnership with Microsoft. In April 2022, Ampere said that it had filed a confidential prospectus with the U.S. Securities and Exchange Commission, signaling its intent to go public. In June 2022, HPE announced their Gen11 ProLiant system would use Ampere Altra and Ampere Altra Max Cloud Native Processors. In July 2022, Google announced T2A instances using Ampere Altra in the Google cloud and in August 2022 Microsoft announced their instances of Ampere running in Azure. On March 19, 2025, investment holding company SoftBank Group announced it will acquire Ampere Computing for $6.5 billion. The deal finalized in November 2025, with Ampere remaining as an independent subsidiary with its headquarters in Santa Clara, California. == Products == Ampere develops ARM-based computer processors and CPU cores under their Altra brands. These are used in databases, media encoding, web services, network acceleration, mobile gaming, AI inference processing, and other applications and programs that need to scale. On February 5, 2018, Ampere announced the eMAG 8180 featuring 32x Skylark cores fabricated on TSMC's 16FF+ process. It supports a turbo of up to 3.3 GHz with a TDP of 125 W, 8ch 64-bit DDR4, up to 1 TB DDR4 per socket, and 42x PCIe 3.0 Lanes. The Skylark cores were based on AppliedMicro's X-Gene 3. Packet offers servers with the eMAG 8180 and 128 GB DRAM, 480 GB SSD, and 2x 10 Gbit/s networking. On September 19, 2018, Ampere announced the availability of a version featuring 16x Skylark cores. === 2020 === On March 3, 2020, Ampere announced the Ampere Altra featuring 80 cores fabricated on TSMC's N7 process for hyperscale computing. It was the first server-grade processor to include 80 cores and the Q80-30 conserves power by running at 161 W in use. The cores are semi-custom Arm Neoverse N1 cores with Ampere modifications. It supports a frequency of up to 3.3 GHz with TDP of 250 W, 8ch 72-bit DDR4, up to 4 TB DDR4-3200 per socket, 128x PCIe 4.0 Lanes, 1 MB L2 per core and 32 MB SLC. Ampere also announced their roadmap with Ampere Altra Max (2021) in development and AmpereOne (2022) defined. === 2021 === The 128-core Altra Max was released in 2021 and targeted hyperscale cloud providers. It uses the same server socket and platforms as Ampere Altra, and both products have one thread per core. The Altra Max CPUs provide 128 Arm v8.2+ cores per chip and run up to 3.0 GHz. They also support eight channels of DDR4-3200 memory and 128 lanes of PCIe Gen4. Also in 2021, Oracle launched its Oracle Cloud Infrastructure (OCI) using Ampere Altra processors. === 2022 === In February 2022, Ampere and Rigetti Computing announced a strategic partnership to create hybrid quantum-classical computers. The companies will combine Ampere's Altra Max CPUs with Rigetti's Quantum Processing Units (QPU) in cloud-based High-Performance Computing (HPC) environments. In April, Microsoft previewed its Azure Virtual Machines running on the Ampere Altra. The VMs run scale-out workloads, web servers, application servers, open source databases, cloud native .NET applications, Java applications, gaming servers, media servers, and other processes. In May, Ampere announced the sampling of AmpereOne CPUs, 5 nanometer chips based on its in-house Ampere-developed core. AmpereOne will add support for DDR5 main memory and PCIe Gen5 peripherals. On June 28, 2022, HPE became first tier-one server provider to offer compute with optimized cloud-native silicon for service providers and enterprises embracing cloud-native development with new line of HPE ProLiant RL Gen11 servers, using Ampere® Altra® and Ampere® Altra® Max processors, delivering high performance and power efficiency. === 2023 === During April 2023, Ampere released the Altra developer's kit, an IoT Prototype Kit based on Ampere Altra, aimed at cloud developers, available in 32-core, 64-core, and 80-core formats. === 2024 === In May 2024, Ampere updated its AmpereOne roadmap to 256 cores and announced a joint effort with Qualcomm on CPUs and accelerators. == Customers == Ampere's customers include Microsoft Azure, Tencent Cloud, Oracle, ByteDance, Hewlett Packard Enterprise (HPE), Cloudflare, Equinix, Kingsoft Cloud, Meituan, Scaleway, UCloud, Foxconn Industrial Internet, Gigabyte, Inspur, Cruise, Hetzner, Project Ronin, Wiwynn and Google Cloud Platform Cruise uses an Ampere Altra variant for its autonomous driving unit. The CPU was selected because of its throughput and low power consumption. In 2021, Oracle, Microsoft, Tencent, and ByteDance committed to using Ampere's customized chips, first announced in May. In April 2022, Microsoft previewed Ampere Altra processors in its new Azure D-and E- series virtual machines. The Dpsv5 series is built for Linux enterprise application types, and the Epsv5 series is for memory-intensive Linux workloads. They provide up to 64 vCPUs, include VM sizes with 2GiB, 4GiB, and 8GiB per vCPU memory configurations, up to 40 Gbit/s networking, and high-performance local SSD storage. In 2022, Microsoft's Ampere Altra-based Azure servers became the first cloud solution provider server to be Arm SystemReady SR certified. The Azure VMs, powered by Altra processors, were also the first to be SystemReady Virtual Environment standard certified. SystemReady defines a set of firmware and hardware standards as a baseline for system development for software developers, original equipment vendors, and chipmakers.

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  • Feng Office Community Edition

    Feng Office Community Edition

    Feng Office Community Edition (formerly OpenGoo) is an open-source collaboration platform developed and supported by Feng Office and the OpenGoo community. It is a fully featured online office suite with a similar set of features as other online office suites, like Google Workspace, Microsoft 365, Zimbra, LibreOffice Online and Zoho Office Suite. The application can be downloaded and installed on a server. Feng Office could also be categorized as collaborative software and as personal information manager software. == Features == Feng Office Community Edition main features include project management, document management, contact management, e-mail and time management. Text documents and presentations can be created and edited online. Files can be uploaded, organized and shared, independent of file formats. Organization of the information in Feng Office Community Edition is done using workspaces and tags. The application presents the information stored using different interfaces such as lists, dashboards and calendar views. == Licensing == Feng Office Community Edition is distributed under the GNU Affero General Public License, version 3 only. == Technology used == Feng Office uses PHP, JavaScript, AJAX (ExtJS) and MySQL technology. Several open source projects served as a basis for development. ActiveCollab's last open sourced release was used as the initial code base. It includes CKEditor for online document editing. == System requirements == The server could run on any operating system. The system needs the following packages: Apache HTTP Server 2.0+ PHP 5.0+ MySQL 4.1+ (InnoDB support recommended) On the client side, the user is only required to use a modern Web browser. == History == OpenGoo started as a degree project at the faculty of Engineering of the University of the Republic, Uruguay. The project was presented and championed by Software Engineer Conrado Viña. Software Engineers Marcos Saiz and Ignacio de Soto developed the first prototype as their thesis. Professors Eduardo Fernández and Tomas Laurenzo served as tutors. Conrado, Ignacio and Marcos founded the OpenGoo community and remain active members and core developers. The thesis was approved with the highest score. In 2008, Viña joined the Uruguayan software development company Moove It. Currently there is a second project for OpenGoo at the same university being developed by students Fernando Rodríguez, Ignacio Vázquez and Juan Pedro del Campo. Their project aims to build an open source Web-based spreadsheet. In December 2009 the OpenGoo name was changed to Feng Office Community Edition.

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  • Identi.ca

    Identi.ca

    identi.ca is a free and open-source social networking and blogging service based on the pump.io software, using the Activity Streams protocol. Identi.ca stopped accepting new registrations in 2013, but continues to operate alongside several other pump.io-based hosts provided by E14N which continue to accept new registrations. == Features == Identi.ca is similar to social networking sites like Facebook and Google+, allowing unlimited length status updates, rich text, and images. The Activity Streams protocol supports many kinds of activities such as games. OpenFarmGame is a prototype application for an Activity Streams-based game. Previous features from its StatusNet version such as hashtags, groups, and global search are not supported. == History == === StatusNet === The service received more than 8,000 registrations and 19,000 updates within the first 24 hours of publicly launching on July 2, 2008, and reached its 1,000,000th notice on November 4, 2008. In January 2009, identi.ca received investment funds from venture capital group Montreal Start Up. On March 30, 2009, Control Yourself (since renamed StatusNet Inc) announced that Identi.ca was to become part of a hosted microblogging service called status.net to be launched in May 2009. Status.net offers individual microblogs under a subdomain to be chosen by the customer. Identi.ca will remain a free service. All notices will be published under the Creative Commons Attribution 3.0 license by default, but paying customers will be free to choose a different license. Formerly based on StatusNet, a micro-blogging software package built on the OStatus specification (and earlier based on the OpenMicroBlogging specification), Identi.ca allowed users to send text updates (known as "notices") up to 140 characters long. While similar to Twitter in both concept and operation, Identi.ca/StatusNet provided many features not currently implemented by Twitter, including XMPP support and personal tag clouds. In addition, Identi.ca/StatusNet allowed free export and exchange of personal and "friend" data based on the FOAF standard; therefore, notices could be fed into a Twitter account or other service, and also ported in to a private system similar to Yammer. === pump.io === Developer Evan Prodromou chose to change the site to the pump.io software platform in development, because pump.io offers more features making it technically more advanced. Registration on Identi.ca was closed in December 2012 in preparation for the switch to pump.io software (the popularity of Identi.ca and "official" Status.net hosting were considered a hindrance to the creation of a federated social network). The conversion was completed on 12 July 2013. The 140 character per post limit was removed (in StatusNet, it was a setting, not an inherent limitation); now the blog posts can contain formatting and images. Groups, hashtags, and a page listing popular posts are not yet implemented in pump.io.

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  • Directional cubic convolution interpolation

    Directional cubic convolution interpolation

    Directional cubic convolution interpolation (DCCI) is an edge-directed image scaling algorithm created by Dengwen Zhou and Xiaoliu Shen. By taking into account the edges in an image, this scaling algorithm reduces artifacts common to other image scaling algorithms. For example, staircase artifacts on diagonal lines and curves are eliminated. The algorithm resizes an image to 2x its original dimensions, minus 1.

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  • Google Messages

    Google Messages

    Google Messages (formerly known as Messenger, Android Messages, and Messages by Google) is a text messaging software application developed by Google for its Android and Wear OS mobile operating systems. It is also available as a web app. Google's official universal messaging platform for the Android ecosystem, Messages employs SMS, MMS, and Rich Communication Services (RCS). Starting in 2023, Google has RCS activated by default on participating Android devices, similar to the implementation of iMessage on Apple devices. Samsung Messages will be discontinued on July 6th 2026, with Samsung transitioning users to Google Messages as the default messaging application. == History == The original code for Android SMS messaging was released in 2009 integrated into the operating system. It was released as a standalone application independent of Android with the release of Android 5.0 Lollipop in 2014, replacing Google Hangouts as the default SMS app on Google's Nexus line of phones. In 2018, Messages adopted RCS messages and evolved to send larger data files, sync with other apps, and even create mass messages. This was in preparation for when Google launched Messages for web. In December 2019, Google began to introduce support for Rich Communication Services (RCS) messaging via an RCS service hosted by Google, referred to in the user interface as "chat features". This was followed by a wider global rollout throughout 2020. The app surpassed 1 billion installs in April 2020, doubling its number of installs in less than a year. Initially, RCS did not support end-to-end encryption. In June 2021, Google introduced end-to-end encryption in Messages by default using the Signal Protocol, for all one-to-one RCS-based conversations, for all RCS group chats in December 2022 for beta users, and for all RCS users by August 2023, as well as enabling RCS for all users by default to encourage encryption. In July 2023, Google announced it would build the Message Layer Security (MLS) end-to-end encryption protocol into Google Messages. Beginning with the Samsung Galaxy S21, Messages replaces Samsung's in-house Messages app as the default text messaging app for One UI for some regions and carriers. In April 2021, the app began to receive UI modifications on Samsung devices to follow aspects of One UI, including pushing the top of the message list towards the middle of the screen to improve ergonomics. In February 2023, Google began to replace references to "chat features" in the Messages user interface with "RCS". In August 2023, Google announced that Messages will use RCS by default for all users unless they opt out, to allow them to benefit from secure messaging. In December 2023, with the arrival of several new features, the app was renamed "Google Messages". In July 2024, Samsung announced it would no longer pre-install Samsung Messages on its Galaxy devices in some regions, starting with the Galaxy Z Fold 6 and Flip, favoring Google Messages instead. In April 2026, Samsung announced that Samsung Messages would be discontinued in July 2026. It encouraged users to switch to Google Messages. == Features == Some of the most important features in Google Messages are: Send instant text and voice messages in 1:1 or group chat conversations over mobile data and Wi-Fi, via Android, Wear OS or the web. End-to-end encryption for RCS chats. Typing, sent, delivered and read status Reply and react to specific messages Share files and high-resolution photos Voice message transcriptions Schedule messages In-app reminders for birthdays and messages you didn't respond to after some time with Nudges Tight integration with the Google ecosystem, e.g. Google Calendar, Meet, Maps, YouTube, Photos, Contacts, Assistant, Search, Safe Browsing etc. Web interface: Users can visit https://messages.google.com/web and either sign in with their Google account or scan the QR code that is shown with their smartphone to access a limited web version of the app that allows them to send and receive messages, provided the smartphone remains connected. Phone number recognition: The app shows the country and province of the caller. Additionally, it can show the company's name or a warning for spam calls if the number is registered in a data base. Access to the Gemini chatbot on select Pixel, Galaxy and Android devices.

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  • Floyd–Steinberg dithering

    Floyd–Steinberg dithering

    Floyd–Steinberg dithering is an image dithering algorithm first published in 1976 by Robert W. Floyd and Louis Steinberg. It is commonly used by image manipulation software, for example, when converting an image from a Truecolor 24-bit PNG format into a GIF format, which is restricted to a maximum of 256 colors. == Implementation == The algorithm achieves dithering using error diffusion, meaning it pushes (adds) the residual quantization error of a pixel onto its neighboring pixels, to be quantized after. It spreads the debt out according to the distribution (shown as a map of the neighboring pixels): [ ∗ 7 16 … … 3 16 5 16 1 16 … ] {\displaystyle {\begin{bmatrix}&&&{\frac {\displaystyle 7}{\displaystyle 16}}&\ldots \\\ldots &{\frac {\displaystyle 3}{\displaystyle 16}}&{\frac {\displaystyle 5}{\displaystyle 16}}&{\frac {\displaystyle 1}{\displaystyle 16}}&\ldots \\\end{bmatrix}}} The pixel indicated with a star () indicates the pixel currently being scanned, and the blank pixels are the previously scanned pixels. The specific values (7/16, 3/16, 5/16, 1/16) were originally found by trial-and-error, "guided by the desire to have a region of desired density 0.5 come out as a checkerboard pattern". The algorithm scans the image from left to right, top to bottom, quantizing pixel values one by one. Each time, the quantization error is transferred to the neighboring pixels, while not affecting the pixels that already have been quantized. Hence, if a number of pixels have been rounded downwards, it becomes more likely that the next pixel is rounded upwards, such that on average, the quantization error is close to zero. The diffusion coefficients have the property that if the original pixel values are exactly halfway in between the nearest available colors, the dithered result is a checkerboard pattern. For example, 50% grey data could be dithered as a black-and-white checkerboard pattern. For optimal dithering, the counting of quantization errors should be in sufficient accuracy to prevent rounding errors from affecting the result. For correct results, all values should be linearized first, rather than operating directly on sRGB values as is common for images stored on computers. In some implementations, the horizontal direction of scan alternates between lines; this is called "serpentine scanning" or boustrophedon transform dithering. The algorithm described above is in the following pseudocode. This works for any approximately linear encoding of pixel values, such as 8-bit integers, 16-bit integers or real numbers in the range [0, 1]. for each y from top to bottom do for each x from left to right do oldpixel := pixels[x][y] newpixel := find_closest_palette_color(oldpixel) pixels[x][y] := newpixel quant_error := oldpixel - newpixel pixels[x + 1][y ] := pixels[x + 1][y ] + quant_error × 7 / 16 pixels[x - 1][y + 1] := pixels[x - 1][y + 1] + quant_error × 3 / 16 pixels[x ][y + 1] := pixels[x ][y + 1] + quant_error × 5 / 16 pixels[x + 1][y + 1] := pixels[x + 1][y + 1] + quant_error × 1 / 16 When converting grayscale pixel values from a high to a low bit depth (e.g. 8-bit grayscale to 1-bit black-and-white), find_closest_palette_color() may perform just a simple rounding, for example: find_closest_palette_color(oldpixel) = round(oldpixel / 255) The pseudocode can result in pixel values exceeding the valid values (such as greater than 255 in 8-bit grayscale images). Such values should ideally be handled by the find_closest_palette_color() function, rather than clipping the intermediate values, since a subsequent error may bring the value back into range. However, if fixed-width integers are used, wrapping of intermediate values would cause inversion of black and white, and so should be avoided. The find_closest_palette_color() implementation is nontrivial for a palette that is not evenly distributed, however small inaccuracies in selecting the correct palette color have minimal visual impact due to error being propagated to future pixels. A nearest neighbor search in 3D is frequently used.

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  • Kounta (software company)

    Kounta (software company)

    Kounta is an Australian software company founded in 2012. The company's flagship product, Kounta, comprises a cloud based point of sale mobile app. == History == Kounta was founded in 2012 by entrepreneur Nick Cloete. The company is headquartered in Sydney, Australia. In 2012, the company launched its flagship product, Kounta, a hospitality-focused point of sale (POS) mobile app for iPad, Android, Mac, and Windows. The app was initially a web-based application, and later developed into an online cash register and inventory management system that allows businesses to take payments from customers via mobile devices. The app has been made available for iPad, iPhone, and Android devices; as well as iOS, Windows, and other peripherals. In 2012, Kounta partnered with Epson, providing a cloud-based POS platform for Epson printers. In 2013, the company formed a partnership with PayPal, integrating cashless and cardless transaction options via PayPal's mobile app. In 2014, MYOB (company) made an undisclosed investment towards Kounta. This partnership led to the development of MYOB Kounta, a co-branded application merging Kounta's POS with MYOB's application software. MYOB Kounta launched in October of the same year. In 2016, Kounta announced a partnership with the Commonwealth Bank of Australia to include the Kounta app onto "Albert", the bank's EFTPOS tablet, which allowed the Commonwealth Bank of Australia to become the first bank to manage all customers operations from a single device and mobile application. == Technology == The Kounta POS is a software-as-a-service (SaaS) that runs as an application in web browsers as well as natively on iOS and Android operating systems. Kounta also incorporates an Open API, making it possible for other software providers to integrate complementary apps, further extending the software's use. Traditional IT tasks, such as data backup and encryption, hardware maintenance, and server upgrades are handled by Kounta's data center. Kounta is made accessible via paid monthly subscription licenses. == Acquisition by Lightspeed == In October 2019, Kounta was acquired by Lightspeed, an advanced commerce platform for retail, hospitality, and golf businesses based in Montreal, Canada. Lightspeed acquired Kounta for $35.3 million USD.

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  • Qapital

    Qapital

    Qapital is a personal finance mobile application (app) for the iOS and Android operating systems, developed by Qapital, LLC. The app is designed to motivate users to save money through a gamification of their spending behavior. It moves money from a user's checking account to a separate Qapital account, when certain rules are triggered. Its database is used by psychology professor Dan Ariely to study consumer behavior. Qapital was released in Sweden in 2013, then in the US in early 2015. The application was later withdrawn from the Swedish market in April 2015, in order to focus on the US market. == History == The idea for Qapital was conceived by ex-bankers in Sweden. The software was designed by twin brothers Daniel and Andreas Källbom of Studio Källbom and released in Sweden in December 2013. The original software was a personal finance dashboard, similar to Mint.com, to show its users how they spent their money. Qapital introduced the app into the US market with a different design in 2014 and started focusing exclusively on the US market. The app was re-designed to focus on building savings rather than managing personal finances. The Swedish version shut down in April 2015. The app was initially restricted to the iOS platform, but an Android version was released at the end of 2015. Shortly after its US launch, Qapital invited psychology professor Dan Ariely to join its team as its "chief behavioral economist". He uses the app's database to conduct research into behavioral economics and Qapital in turn uses Ariely's research in design and programming decisions. In 2017, Qapital added checking and debit card services to the app. == Concept and features == Qapital is a free personal finance app for iOS and Android devices, intended to encourage its users to save money. Qapital directs each of its users to set savings goals, then automatically transfers money from their checking account to an account for savings, when a rule established in the app is met. It uses the "if this then that" (IFTTT) rule-based web-service. For example, one rule could be that if a user purchases a cup of coffee, then the app will round up the charge to the nearest dollar and deposit the difference into savings. Users connect their bank accounts to Qapital, so it knows when purchases are made. When a rule is met, money for savings are transferred to a Qapital account operated in partnership with Lincoln Savings Bank. As of 2015, Qapital can connect to more than 180 other apps, such as Facebook, Twitter, Dropbox and Instagram. For example, connecting to Jawbone allows the user to set a rule that if they take a certain number of steps during the day, a set amount of money is transferred to savings. The app also allows users to monitor activity among their other financial accounts, such as deposits and withdrawals. == Reception == In an October 2015 review, PC Magazine gave Qapital four out of five marks and an editor rating of "excellent." The review praised the app for having a "lovely design" and criticized it for being a, "bit simplistic in some of its rules." Bankrate, in a May 2015 review, gave the app a score of 3/5 for "ease of use," 5/5 for "features," 4/5 for "effectiveness," 4/5 for "value," for a total score of 16/20. The reviewer criticized Qapital's savings account for providing a low-interest rate, but concluded that its numerous features make the app "intriguing" and "it would be difficult to find a standard bank app more fun to use than Qapital."

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  • Software development process

    Software development process

    A software development process prescribes a process for developing software. It typically divides an overall effort into smaller steps or sub-processes that are intended to ensure high-quality results. The process may describe specific deliverables – artifacts to be created and completed. Although not strictly limited to it, software development process often refers to the high-level process that governs the development of a software system from its beginning to its end of life – known as a methodology, model or framework. The system development life cycle (SDLC) describes the typical phases that a development effort goes through from the beginning to the end of life for a system – including a software system. A methodology prescribes how engineers go about their work in order to move the system through its life cycle. A methodology is a classification of processes or a blueprint for a process that is devised for the SDLC. For example, many processes can be classified as a spiral model. Software process and software quality are closely interrelated; some unexpected facets and effects have been observed in practice. == Methodology == The SDLC drives the definition of a methodology in that a methodology must address the phases of the SDLC. Generally, a methodology is designed to result in a high-quality system that meets or exceeds expectations (requirements) and is delivered on time and within budget even though computer systems can be complex and integrate disparate components. Various methodologies have been devised, including waterfall, spiral, agile, rapid prototyping, incremental, and synchronize and stabilize. A major difference between methodologies is the degree to which the phases are sequential vs. iterative. Agile methodologies, such as XP and scrum, focus on lightweight processes that allow for rapid changes. Iterative methodologies, such as Rational Unified Process and dynamic systems development method, focus on stabilizing project scope and iteratively expanding or improving products. Sequential or big-design-up-front (BDUF) models, such as waterfall, focus on complete and correct planning to guide larger projects and limit risks to successful and predictable results. Anamorphic development is guided by project scope and adaptive iterations. In scrum, for example, one could say a single user story goes through all the phases of the SDLC within a two-week sprint. By contrast the waterfall methodology, where every business requirement is translated into feature/functional descriptions which are then all implemented typically over a period of months or longer. A project can include both a project life cycle (PLC) and an SDLC, which describe different activities. According to Taylor (2004), "the project life cycle encompasses all the activities of the project, while the systems development life cycle focuses on realizing the product requirements". === History === The term SDLC is often used as an abbreviated version of SDLC methodology. Further, some use SDLC and traditional SDLC to mean the waterfall methodology. According to Elliott (2004), SDLC "originated in the 1960s, to develop large scale functional business systems in an age of large scale business conglomerates. Information systems activities revolved around heavy data processing and number crunching routines". The structured systems analysis and design method (SSADM) was produced for the UK government Office of Government Commerce in the 1980s. Ever since, according to Elliott (2004), "the traditional life cycle approaches to systems development have been increasingly replaced with alternative approaches and frameworks, which attempted to overcome some of the inherent deficiencies of the traditional SDLC". The main idea of the SDLC has been "to pursue the development of information systems in a very deliberate, structured and methodical way, requiring each stage of the life cycle––from the inception of the idea to delivery of the final system––to be carried out rigidly and sequentially" within the context of the framework being applied. Other methodologies were devised later: 1970s Structured programming since 1969 Cap Gemini SDM, originally from PANDATA, the first English translation was published in 1974. SDM stands for System Development Methodology 1980s Structured systems analysis and design method (SSADM) from 1980 onwards Information Requirement Analysis/Soft systems methodology 1990s Object-oriented programming (OOP) developed in the early 1960s and became a dominant programming approach during the mid-1990s Rapid application development (RAD), since 1991 Dynamic systems development method (DSDM), since 1994 Scrum, since 1995 Team software process, since 1998 Rational Unified Process (RUP), maintained by IBM since 1998 Extreme programming, since 1999 2000s Agile Unified Process (AUP) maintained since 2005 by Scott Ambler Disciplined agile delivery (DAD) Supersedes AUP 2010s Scaled Agile Framework (SAFe) Large-Scale Scrum (LeSS) DevOps Since DSDM in 1994, all of the methodologies on the above list except RUP have been agile methodologies - yet many organizations, especially governments, still use pre-agile processes (often waterfall or similar). === Examples === The following are notable methodologies somewhat ordered by popularity. Agile Agile software development refers to a group of frameworks based on iterative development, where requirements and solutions evolve via collaboration between self-organizing cross-functional teams. The term was coined in the year 2001 when the Agile Manifesto was formulated. Waterfall The waterfall model is a sequential development approach, in which development flows one-way (like a waterfall) through the SDLC phases. Spiral In 1988, Barry Boehm published a software system development spiral model, which combines key aspects of the waterfall model and rapid prototyping, in an effort to combine advantages of top-down and bottom-up concepts. It emphases a key area many felt had been neglected by other methodologies: deliberate iterative risk analysis, particularly suited to large-scale complex systems. Incremental Various methods combine linear and iterative methodologies, with the primary objective of reducing inherent project risk by breaking a project into smaller segments and providing more ease-of-change during the development process. Prototyping Software prototyping is about creating prototypes, i.e. incomplete versions of the software program being developed. Rapid Rapid application development (RAD) is a methodology which favors iterative development and the rapid construction of prototypes instead of large amounts of up-front planning. The "planning" of software developed using RAD is interleaved with writing the software itself. The lack of extensive pre-planning generally allows software to be written much faster and makes it easier to change requirements. Shape Up Shape Up is a software development approach introduced by Basecamp in 2018. It is a set of principles and techniques that Basecamp developed internally to overcome the problem of projects dragging on with no clear end. Its primary target audience is remote teams. Shape Up has no estimation and velocity tracking, backlogs, or sprints, unlike waterfall, agile, or scrum. Instead, those concepts are replaced with appetite, betting, and cycles. As of 2022, besides Basecamp, notable organizations that have adopted Shape Up include UserVoice and Block. Chaos Chaos model has one main rule: always resolve the most important issue first. Incremental funding Incremental funding methodology - an iterative approach. Lightweight Lightweight methodology - a general term for methods that only have a few rules and practices. Structured systems analysis and design Structured systems analysis and design method - a specific version of waterfall. Slow programming As part of the larger slow movement, emphasizes careful and gradual work without (or minimal) time pressures. Slow programming aims to avoid bugs and overly quick release schedules. V-Model V-Model (software development) - an extension of the waterfall model. Unified Process Unified Process (UP) is an iterative software development methodology framework, based on Unified Modeling Language (UML). UP organizes the development of software into four phases, each consisting of one or more executable iterations of the software at that stage of development: inception, elaboration, construction, and guidelines. === Comparison === The waterfall model describes the SDLC phases such that each builds on the result of the previous one. Not every project requires that the phases be sequential. For relatively simple projects, phases may be combined or overlapping. Alternative methodologies to waterfall are described and compared below. == Process meta-models == Some process models are abstract descriptions for evaluating, comparing, and improving the specific process adopted by an organization. ISO/IEC 12207 ISO/IEC 12207 i

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  • Cloud testing

    Cloud testing

    Cloud testing is a form of software testing in which web applications use cloud computing environments (a "cloud") to simulate real-world user traffic. == Steps == Companies simulate real world Web users by using cloud testing services that are provided by cloud service vendors such as Advaltis, Compuware, HP, Keynote Systems, Neotys, RadView and SOASTA. Once user scenarios are developed and the test is designed, these service providers leverage cloud servers (provided by cloud platform vendors such as Amazon.com, Google, Rackspace, Microsoft, etc.) to generate web traffic that originates from around the world. Once the test is complete, the cloud service providers deliver results and analytics back to corporate IT professionals through real-time dashboards for a complete analysis of how their applications and the internet will perform during peak volumes. == Applications == Cloud testing is often seen as only performance or load tests, however, as discussed earlier it covers many other types of testing. Cloud computing itself is often referred to as the marriage of software as a service (SaaS) and utility computing. In regard to test execution, the software offered as a service may be a transaction generator and the cloud provider's infrastructure software, or may just be the latter. Distributed Systems and Parallel Systems mainly use this approach for testing, because of their inherent complex nature. D-Cloud is an example of such a software testing environment. == Tools == Leading cloud computing service providers include, among others, Amazon, Microsoft, Google, RadView, Skytap, HP and SOASTA. == Benefits == The ability and cost to simulate web traffic for software testing purposes has been an inhibitor to overall web reliability. The low cost and accessibility of the cloud's extremely large computing resources provides the ability to replicate real world usage of these systems by geographically distributed users, executing wide varieties of user scenarios, at scales previously unattainable in traditional testing environments. Minimal start-up time along with quality assurance can be achieved by cloud testing. Following are some of the key benefits: Reduction in capital expenditure Highly scalable

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  • ReactiveX

    ReactiveX

    ReactiveX (Rx, also known as Reactive Extensions) is a software library originally created by Microsoft that allows imperative programming languages to operate on sequences of data regardless of whether the data is synchronous or asynchronous. It provides a set of sequence operators that operate on each item in the sequence. It is an implementation of reactive programming and provides a blueprint for the tools to be implemented in multiple programming languages. == Overview == ReactiveX is an API for asynchronous programming with observable streams. Asynchronous programming allows programmers to call functions and then have the functions "callback" when they are done, usually by giving the function the address of another function to execute when it is done. Programs designed in this way often avoid the overhead of having many threads constantly starting and stopping. Observable streams (i.e. streams that can be observed) in the context of Reactive Extensions are like event emitters that emit three events: next, error, and complete. An observable emits next events until it either emits an error event or a complete event. However, at that point it will not emit any more events, unless it is subscribed to again. The examples below use the RxJS implementation of Reactive Extensions for the JavaScript programming language. === Motivation === For sequences of data, it combines the advantages of iterators with the flexibility of event-based asynchronous programming. It also works as a simple promise, eliminating the pyramid of doom that results from multiple layers of callbacks. === Observables and observers === ReactiveX is a combination of ideas from the observer and the iterator patterns and from functional programming. An observer subscribes to an observable sequence. The sequence then sends the items to the observer one at a time, usually by calling the provided callback function. The observer handles each one before processing the next one. If many events come in asynchronously, they must be stored in a queue or dropped. In ReactiveX, an observer will never be called with an item out of order or (in a multi-threaded context) called before the callback has returned for the previous item. Asynchronous calls remain asynchronous and may be handled by returning an observable. It is similar to the iterators pattern in that if a fatal error occurs, it notifies the observer separately (by calling a second function). When all the items have been sent, it completes (and notifies the observer by calling a third function). The Reactive Extensions API also borrows many of its operators from iterator operators in other programming languages. Reactive Extensions is different from functional reactive programming as the Introduction to Reactive Extensions explains: It is sometimes called "functional reactive programming" but this is a misnomer. ReactiveX may be functional, and it may be reactive, but "functional reactive programming" is a different animal. One main point of difference is that functional reactive programming operates on values that change continuously over time, while ReactiveX operates on discrete values that are emitted over time. (See Conal Elliott's work for more-precise information on functional reactive programming.) === Reactive operators === An operator is a function that takes one observable (the source) as its first argument and returns another observable (the destination, or outer observable). Then for every item that the source observable emits, it will apply a function to that item, and then emit it on the destination Observable. It can even emit another Observable on the destination observable. This is called an inner observable. An operator that emits inner observables can be followed by another operator that in some way combines the items emitted by all the inner observables and emits the item on its outer observable. Examples include: switchAll – subscribes to each new inner observable as soon as it is emitted and unsubscribes from the previous one. mergeAll – subscribes to all inner observables as they are emitted and outputs their values in whatever order it receives them. concatAll – subscribes to each inner observable in order and waits for it to complete before subscribing to the next observable. Operators can be chained together to create complex data flows that filter events based on certain criteria. Multiple operators can be applied to the same observable. Some of the operators that can be used in Reactive Extensions may be familiar to programmers who use functional programming language, such as map, reduce, group, and zip. There are many other operators available in Reactive Extensions, though the operators available in a particular implementation for a programming language may vary. ==== Reactive operator examples ==== Here is an example of using the map and reduce operators. We create an observable from a list of numbers. The map operator will then multiply each number by two and return an observable. The reduce operator will then sum up all the numbers provided to it (the value of 0 is the starting point). Calling subscribe will register an observer that will observe the values from the observable produced by the chain of operators. With the subscribe method, we are able to pass in an error-handling function, called whenever an error is emitted in the observable, and a completion function when the observable has finished emitting items. ==== Usage in stream-oriented programming ==== Certain RxJS primitives such as BehaviorSubject make it possible to create pure stateful streams to track application state of arbitrary complexity in simple terms. The button below will feed an event to the stream, which in turn will re-emit the next natural number every time, back into the tag that follows and displays the count of clicks detected. Libraries such as Rimmel.js, designed around RxJS Observables, enable integration between reactive streams and the HTML DOM: == History == Reactive Extensions was created by the Cloud Programmability Team at Microsoft around 2011, as a byproduct of a larger effort called Volta. It was originally intended to provide an abstraction for events across different tiers in an application to support tier splitting in Volta. The project's logo represents an electric eel, which is a reference to Volta. The extensions suffix in the name is a reference to the Parallel Extensions technology which was invented around the same time; the two are considered complementary. The initial implementation of Rx was for .NET Framework and was released on June 21, 2011. Later, the team started the implementation of Rx for other platforms, including JavaScript and C++. The technology was released as open source in late 2012, initially on CodePlex. Later, the code moved to GitHub and has been ported to several other languages, including Go, Java, Kotlin, PHP and Rust.

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  • Point distribution model

    Point distribution model

    The point distribution model is a model for representing the mean geometry of a shape and some statistical modes of geometric variation inferred from a training set of shapes. == Background == The point distribution model concept has been developed by Cootes, Taylor et al. and became a standard in computer vision for the statistical study of shape and for segmentation of medical images where shape priors really help interpretation of noisy and low-contrasted pixels/voxels. The latter point leads to active shape models (ASM) and active appearance models (AAM). Point distribution models rely on landmark points. A landmark is an annotating point posed by an anatomist onto a given locus for every shape instance across the training set population. For instance, the same landmark will designate the tip of the index finger in a training set of 2D hands outlines. Principal component analysis (PCA), for instance, is a relevant tool for studying correlations of movement between groups of landmarks among the training set population. Typically, it might detect that all the landmarks located along the same finger move exactly together across the training set examples showing different finger spacing for a flat-posed hands collection. == Details == First, a set of training images are manually landmarked with enough corresponding landmarks to sufficiently approximate the geometry of the original shapes. These landmarks are aligned using the generalized procrustes analysis, which minimizes the least squared error between the points. k {\displaystyle k} aligned landmarks in two dimensions are given as X = ( x 1 , y 1 , … , x k , y k ) {\displaystyle \mathbf {X} =(x_{1},y_{1},\ldots ,x_{k},y_{k})} . It's important to note that each landmark i ∈ { 1 , … k } {\displaystyle i\in \lbrace 1,\ldots k\rbrace } should represent the same anatomical location. For example, landmark #3, ( x 3 , y 3 ) {\displaystyle (x_{3},y_{3})} might represent the tip of the ring finger across all training images. Now the shape outlines are reduced to sequences of k {\displaystyle k} landmarks, so that a given training shape is defined as the vector X ∈ R 2 k {\displaystyle \mathbf {X} \in \mathbb {R} ^{2k}} . Assuming the scattering is gaussian in this space, PCA is used to compute normalized eigenvectors and eigenvalues of the covariance matrix across all training shapes. The matrix of the top d {\displaystyle d} eigenvectors is given as P ∈ R 2 k × d {\displaystyle \mathbf {P} \in \mathbb {R} ^{2k\times d}} , and each eigenvector describes a principal mode of variation along the set. Finally, a linear combination of the eigenvectors is used to define a new shape X ′ {\displaystyle \mathbf {X} '} , mathematically defined as: X ′ = X ¯ + P b {\displaystyle \mathbf {X} '={\overline {\mathbf {X} }}+\mathbf {P} \mathbf {b} } where X ¯ {\displaystyle {\overline {\mathbf {X} }}} is defined as the mean shape across all training images, and b {\displaystyle \mathbf {b} } is a vector of scaling values for each principal component. Therefore, by modifying the variable b {\displaystyle \mathbf {b} } an infinite number of shapes can be defined. To ensure that the new shapes are all within the variation seen in the training set, it is common to only allow each element of b {\displaystyle \mathbf {b} } to be within ± {\displaystyle \pm } 3 standard deviations, where the standard deviation of a given principal component is defined as the square root of its corresponding eigenvalue. PDM's can be extended to any arbitrary number of dimensions, but are typically used in 2D image and 3D volume applications (where each landmark point is R 2 {\displaystyle \mathbb {R} ^{2}} or R 3 {\displaystyle \mathbb {R} ^{3}} ). == Discussion == An eigenvector, interpreted in euclidean space, can be seen as a sequence of k {\displaystyle k} euclidean vectors associated to corresponding landmark and designating a compound move for the whole shape. Global nonlinear variation is usually well handled provided nonlinear variation is kept to a reasonable level. Typically, a twisting nematode worm is used as an example in the teaching of kernel PCA-based methods. Due to the PCA properties: eigenvectors are mutually orthogonal, form a basis of the training set cloud in the shape space, and cross at the 0 in this space, which represents the mean shape. Also, PCA is a traditional way of fitting a closed ellipsoid to a Gaussian cloud of points (whatever their dimension): this suggests the concept of bounded variation. The idea behind PDMs is that eigenvectors can be linearly combined to create an infinity of new shape instances that will 'look like' the one in the training set. The coefficients are bounded alike the values of the corresponding eigenvalues, so as to ensure the generated 2n/3n-dimensional dot will remain into the hyper-ellipsoidal allowed domain—allowable shape domain (ASD).

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  • Zhura

    Zhura

    Zhura ( ZUR-ə) is a free, web-based screenwriting software application for writing and formatting screenplays to the film industry standard, as well as other formats. Zhura allows users to collaborate on scripts in public or private groups and uses Creative Commons Licensing for all work in the public workspace. On March 29, 2010, Zhura announced its merger with Scripped. Scripped's CEO, Sunil Rajaraman, remains the company's Chief Executive Officer (CEO) as of 2022. The Zhura CEO was Eric MacDonald, a former Cascade Communications engineer. Scripped later closed on April 1, 2015 after a catastrophic, irrecoverable data loss. == Script editor == Screenplay Template – The script editor provides a built-in screenplay template which formats the document to a standard for scripts as recommended by the AMPAS. The screenplay document is composed of seven elements: scene, action, character, dialogue, parenthetical, transition, and shot (see image). Each element has a specific style to which the script editor conforms as you type.Script Formats – Other major script formats for stage play, sitcom, audio drama and comic book are also supported as well as the ability to switch between them.Auto-Complete – Characters, scene headings and custom transitions are “remembered” as they are written and “recalled” with tab-completion when a writer starts a new character, scene heading or transition, respectively.Multiple Editors – With a collaborative editing model comparable to Google Docs, two or more users can edit the same script simultaneously, regardless of having a different operating system or web browser. Import/Export – A screenplay written in another program can be imported into the script editor and automatically conformed to the screenplay template. The closer the original script has adhered to the standard format, the better it will appear when imported. Supported import/export formats include Text (.txt) Word (.doc) Rich Text (.rtf) and OpenDocument (.odt). Scripts can also be exported as a PDF file with additional options.Tracking Changes – Similar to the “tracking” feature in Microsoft Word, a user can review all changes made to a script in the revision history as well as highlight the contributions of each writer. Offline Mode – The Google Gears-based offline functionality is in the process of being updated and is not available for new subscribers, according to the company founders. == Community == Scripped supports typical social networking features such as discussion boards, comments, user profiles, public and private writing groups, internal web mail and instant messaging within the script editor. There is also the option to share scripts with others outside of Scripped by making scripts externally viewable. Scripped is made up entirely of user-generated scripts that other users can share, critique and edit, offering creative support to a community of writers. == Licensing of user-created work == There are three types of work-spaces on Scripped (personal, group and public) with unique copyright and licensing management for the work created in each area. Any work a user originates may be moved from the personal area to a public or group area at any time. Once another user edits a script, however, it cannot be moved into the originator’s personal area. Personal Workspace – Any script created or video uploaded in the user’s personal workspace remains copyrighted to that user. Until the user moves that script or video from their personal area into a group or public area, no other user shares a copyright or license to that work. Private Group Workspace – The copyright to any script created or video uploaded in a private group workspace is allocated by the individual members of the group, however they see fit. Public Workspace – Any script created or video uploaded in the public workspace is assigned a Creative Commons license by the originator of that work. The originator of a script may select one of four Creative Commons licenses before introducing that script to the public. The selection of the license is determined by what the author wants to allow others to do with the work. Below is a list of Creative Commons licenses available for all scripts and videos in the public workspace. Share Alike (BY-SA) This license lets others remix, tweak, and build upon your work even for commercial reasons, as long as they credit the original user and license their new creations under the identical terms. This license is often compared to open source software licenses. All new works based on the original user's will carry the same license, so any derivatives will also allow commercial use. No Derivatives (BY-ND) This license allows for redistribution, commercial and non-commercial, as long as it is passed along unchanged and in whole, with credit to the original user. Non-Commercial, No Derivatives (BY-NC-ND) This license is the most restrictive of the four licenses, allowing redistribution. This license is often called the "free advertising" license because it allows others to download the original user work and share them with others as long as they mention the original user and link back to them, but they can't change them in any way or use them commercially. Non-Commercial, Share Alike (BY-NC-SA) This license lets others remix, tweak, and build upon the original user's work non-commercially, as long as they credit the original user and license their new creations under the identical terms. Others can download and redistribute the original user's work just like the BY-NC-ND license, but they can also translate, make remixes, and produce new stories based on the original user's work. All new work based on the original user's work will carry the same license, so any derivatives will also be non-commercial in nature. == Events == In April 2008, Zhura partnered with Improv Asylum, a comedy troupe in Boston, Massachusetts to produce a live sketch comedy show called "You Wrote It, Live" entirely written by the public on Zhura. Another show was produced in June.

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  • 15.ai

    15.ai

    15.ai was a free non-commercial web application and research project that uses artificial intelligence to generate text-to-speech voices of fictional characters from popular media. Created by a pseudonymous artificial intelligence researcher known as 15, who began developing the technology as a freshman during their undergraduate research at the Massachusetts Institute of Technology (MIT), the application allows users to make characters from video games, television shows, and movies speak custom text with emotional inflections. The platform is able to generate convincing voice output using minimal training data; the name "15.ai" references the creator's statement that a voice can be cloned with just 15 seconds of audio. It was an early example of an application of generative artificial intelligence during the initial stages of the AI boom. Launched in March 2020, 15.ai became an Internet phenomenon in early 2021 when content utilizing it went viral on social media and quickly gained widespread use among Internet fandoms, such as the My Little Pony: Friendship Is Magic, Team Fortress 2, and SpongeBob SquarePants fandoms. The service featured emotional context through emojis, precise pronunciation control, and multi-speaker capabilities. Critics praised 15.ai's accessibility and emotional control but criticized its technical limitations in prosody options and non-English language support, with mixed results depending on character complexity. 15.ai is credited as the first platform to popularize AI voice cloning in memes and content creation. Voice actors and industry professionals debated 15.ai's implications, raising concerns about employment impacts, voice-related fraud, and potential misuse. In January 2022, it was discovered that a company called Voiceverse had generated voice lines using 15.ai without attribution, promoted them as the byproduct of their own technology, and sold them as non-fungible tokens (NFT) without permission. News publications universally characterized this incident as the company having "stolen" from 15.ai. The service went offline in September 2022 due to legal issues surrounding artificial intelligence and copyright. Its shutdown was followed by the emergence of commercial alternatives whose founders have acknowledged 15.ai's pioneering influence in the field of deep learning speech synthesis. On May 18, 2025, 15 launched 15.dev as the sequel to 15.ai. == History == === Background === The field of speech synthesis underwent a significant transformation with the introduction of deep learning approaches. In 2016, DeepMind's publication of the WaveNet paper marked a shift toward neural network-based speech synthesis, which enabled higher audio quality via causal convolutional neural networks. Previously, concatenative synthesis—which worked by stitching together pre-recorded segments of human speech—was the predominant method for generating artificial speech, but it often produced robotic-sounding results at the boundaries of sentences. In 2018, Google AI's Tacotron 2 showed that neural networks could produce highly natural speech synthesis but required substantial training data (typically tens of hours of audio) to achieve acceptable quality. When trained on two hours of training data, the output quality degraded while still being able to maintain intelligible speech; with 24 minutes of training data, Tacotron 2 failed to produce intelligible speech. The same year saw the emergence of HiFi-GAN, a generative adversarial network (GAN)-based vocoder that improved the efficiency of waveform generation while producing high-fidelity speech, followed by Glow-TTS, which introduced a flow-based approach that allowed for both fast inference and voice style transfer capabilities. Chinese tech companies like Baidu and ByteDance also made contributions to the field by developing breakthroughs that further advanced the technology. === 2016–2020: Conception and development === 15.ai was conceived in 2016 as a research project in deep learning speech synthesis by a developer known as 15 (at the age of 18) during their freshman year at MIT as part of its Undergraduate Research Opportunities Program. 15 was inspired by DeepMind's WaveNet paper, with development continuing through their studies as Google AI released Tacotron 2 the following year. By 2019, they had demonstrated at MIT their ability to replicate WaveNet and Tacotron 2's results using 75% less training data than previously required. The name "15.ai" is a reference to the developer's statement that a voice can be cloned with as little as 15 seconds of data. 15 had originally planned to pursue a PhD based on their undergraduate research, but opted to work in the tech industry instead after their startup was accepted into the Y Combinator accelerator in 2019. After their departure in early 2020, 15 returned to their voice synthesis research and began implementing it as a web application. According to a post on X from 15, instead of using conventional voice datasets like LJSpeech that contained simple, monotone recordings, they sought out more challenging voice samples that could demonstrate the model's ability to handle complex speech patterns and emotional undertones. During this phase, 15 discovered the Pony Preservation Project, a collaborative project started by /mlp/, the My Little Pony board on 4chan. Contributors of the project had manually trimmed, denoised, transcribed, and emotion-tagged thousands of voice lines from My Little Pony: Friendship Is Magic and had compiled them into a dataset that provided ideal training material for 15.ai. === 2020–2022: Release and operation === 15.ai was released on March 2, 2020 as a free and non-commercial web application that did not require user registration to use, but did require the user to accept its terms of service before proceeding. At the time of its launch, the platform had a limited selection of available characters, including those from My Little Pony: Friendship Is Magic and Team Fortress 2. Users were permitted to create any content with the synthesized voices under two conditions: they had to properly credit 15.ai by including "15.ai" in any posts, videos, or projects using the generated audio; and they were prohibited from mixing 15.ai outputs with other text-to-speech outputs in the same work to prevent misrepresentation of the technology's capabilities. On March 8, 2020, Tyler McVicker of Valve News Network uploaded a YouTube video showcasing 15.ai. More voices were added to the website in the following months. In late 2020, 15 implemented a multi-speaker embedding in the deep neural network, which enabled the simultaneous training of multiple voices. Following this, the website's roster expanded from eight to over fifty characters. In addition, this implementation allowed the deep learning model to recognize common emotional patterns across different characters, even when certain emotions were missing from the characters' training data. By May 2020, the site had served over 4.2 million audio files to users. In early 2021, the application gained popularity after skits, memes, and fan content created using 15.ai went viral on Twitter, TikTok, Reddit, Twitch, Facebook, and YouTube. At its peak, the platform incurred operational costs of US$12,000 per month from AWS infrastructure needed to handle millions of daily voice generations; despite receiving offers from companies to acquire 15.ai and its underlying technology, the website remained independent and was funded out of the personal previous startup earnings of the developer. === 2022: Voiceverse NFT controversy === On January 14, 2022, 15 discovered that a blockchain-based company called Voiceverse had generated voice lines using 15.ai, falsely showcased them on Twitter as a demonstration of their own voice technology without permission or attribution, and sold them as NFTs. This came shortly after 15 had stated in December 2021 that they had no interest in incorporating NFTs into their work. A screenshot of the log files posted by 15 showed that Voiceverse had generated audio of characters from My Little Pony: Friendship Is Magic using 15.ai and pitched them up to make them sound unrecognizable, a violation of 15.ai's terms of service, which explicitly prohibited commercial use and required proper attribution. When confronted with evidence, Voiceverse stated that their marketing team had used 15.ai without proper attribution while rushing to create a demo. In response, 15 tweeted "Go fuck yourself," which went viral, amassing hundreds of thousands of retweets and likes on Twitter in support of the developer. The tweets showcasing the stolen voices were subsequently deleted. ==== Aftermath ==== The controversy raised concerns about NFT projects, which, according to critics, were frequently associated with intellectual property theft and questionable business practices. The incident was documented in the AI Incident Database (AIID) and the AI, Alg

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