Demis Hassabis

Demis Hassabis

Sir Demis Hassabis (/ˈdɛ.mɪs/ DE-mis /hɑːˈsɑː.bis/ hah-SAH-bees; born Dimitrios Hassapis, Greek: Δημήτριος Χασάπης, 27 July 1976) is a British artificial intelligence (AI) researcher and entrepreneur. He is the chief executive officer and co-founder of Google DeepMind and Isomorphic Labs, and a UK Government AI Adviser. In 2024, Hassabis and John M. Jumper were jointly awarded the Nobel Prize in Chemistry for their AI research contributions to protein structure prediction. Hassabis is a Fellow of the Royal Society and has won awards for his research efforts, including the Breakthrough Prize, the Canada Gairdner International Award and the Lasker Award. He was appointed a CBE in 2017, and knighted in 2024 for his work on AI. He was also listed among the Time 100 most influential people in the world in 2017 and 2025, and was one of the "Architects of AI" collectively chosen as Time's 2025 Person of the Year. == Early life and education == Hassabis was born to Costas and Angela Hassapis. His father is a Greek Cypriot and his mother is a Chinese Singaporean. Demis grew up in North London. His original surname was "Hassapis" (Greek: Χασάπης), meaning "butcher" in Greek, but he later, according to Ingo Althöfer, "executed a point mutation by changing ‘p’ to ‘b’". One of his younger brothers still carries the original surname. In his early career, he was a video game AI programmer and designer, and an expert board games player. A child prodigy in chess from the age of four, when he first learnt chess by watching his father playing against his uncle, Hassabis reached master standard at the age of 13 with an Elo rating of 2300 and captained many of the England junior chess teams. He represented the University of Cambridge in the Oxford–Cambridge varsity chess matches of 1995, 1996 and 1997, winning a half blue. He first got interested in technology after buying his first computer in 1984, a ZX Spectrum 48K, funded from chess winnings. He taught himself how to program from books. He subsequently wrote his first AI program on a Commodore Amiga to play the reversi board game. Between 1988 and 1990, Hassabis was educated at Queen Elizabeth's School, Barnet, a boys' grammar school in North London. He was subsequently home-schooled by his parents for a year, before studying at the comprehensive school of Christ's College in East Finchley. He completed his A-level exams two years early at 16. === Bullfrog Productions === Asked by Cambridge University to take a gap year owing to his young age, Hassabis began his computer games career at Bullfrog Productions after entering an Amiga Power "Win-a-job-at-Bullfrog" competition. He began by playtesting on Syndicate and then at 17 co-designing and lead-programming on the 1994 game Theme Park, with the game's designer Peter Molyneux. Theme Park, a simulation video game, sold several million copies and inspired a whole genre of simulation sandbox games. Despite being offered a seven-figure sum to remain in the games industry, he turned it down. He earned enough from his gap year to pay his own way through university. === University of Cambridge === Hassabis left Bullfrog to study at Queens' College of the University of Cambridge, where he completed the Computer Science Tripos and graduated in 1997 with a double first. == Career and research == === Lionhead === After graduating from Cambridge, Hassabis worked at Lionhead Studios. Games designer Peter Molyneux, with whom Hassabis had worked at Bullfrog Productions, had recently founded the company. At Lionhead, Hassabis worked as lead AI programmer on the 2001 god game Black & White. === Elixir Studios === Hassabis left Lionhead in 1998 to found Elixir Studios, a London-based independent games developer, signing publishing deals with Eidos Interactive, Vivendi Universal and Microsoft. In addition to managing the company, Hassabis served as executive designer of the games Republic: The Revolution and Evil Genius. Each received BAFTA nominations for their interactive music scores, created by James Hannigan. The release of Elixir's first game, Republic: The Revolution, a highly ambitious and unusual political simulation game, was delayed due to its huge scope, which involved an AI simulation of the workings of an entire fictional country. The final game was reduced from its original vision and greeted with lukewarm reviews, receiving a Metacritic score of 62/100. Evil Genius, a tongue-in-cheek Austin Powers parody, fared much better with a score of 75/100. In April 2005 the intellectual property and technology rights were sold to various publishers and the studio was closed. === Neuroscience research === Following Elixir Studios, Hassabis returned to academia to obtain his PhD in cognitive neuroscience from UCL Queen Square Institute of Neurology in 2009 supervised by Eleanor Maguire. He sought to find inspiration in the human brain for new AI algorithms. He continued his neuroscience and artificial intelligence research as a visiting scientist jointly at Massachusetts Institute of Technology (MIT), in the lab of Tomaso Poggio, and Harvard University, before earning a Henry Wellcome postdoctoral research fellowship to the Gatsby Computational Neuroscience Unit at UCL in 2009 working with Peter Dayan. Working in the field of imagination, memory, and amnesia, he co-authored several influential papers published in Nature, Science, Neuron, and PNAS. His very first academic work, published in PNAS, was a landmark paper that showed systematically for the first time that patients with damage to their hippocampus, known to cause amnesia, were also unable to imagine themselves in new experiences. The finding established a link between the constructive process of imagination and the reconstructive process of episodic memory recall. Based on this work and a follow-up functional magnetic resonance imaging (fMRI) study, Hassabis developed a new theoretical account of the episodic memory system identifying scene construction, the generation and online maintenance of a complex and coherent scene, as a key process underlying both memory recall and imagination. This work received widespread coverage in the mainstream media and was listed in the top 10 scientific breakthroughs of the year by the journal Science. He later generalised these ideas to advance the notion of a 'simulation engine of the mind' whose role it was to imagine events and scenarios to aid with better planning. === DeepMind === Hassabis is the CEO and co-founder of DeepMind, a machine learning AI startup, founded in London in 2010 with Shane Legg and Mustafa Suleyman. Hassabis met Legg when both were postdocs at the Gatsby Computational Neuroscience Unit, and he and Suleyman had been friends through family. Hassabis also recruited his university friend and Elixir partner David Silver. DeepMind's mission is to "solve intelligence" and then use intelligence "to solve everything else". More concretely, DeepMind aims to combine insights from systems neuroscience with new developments in machine learning and computing hardware to unlock increasingly powerful general-purpose learning algorithms that will work towards the creation of an artificial general intelligence (AGI). The company has focused on training learning algorithms to master games, and in December 2013 it announced that it had made a pioneering breakthrough by training an algorithm called a Deep Q-Network (DQN) to play Atari games at a superhuman level by using only the raw pixels on the screen as inputs. DeepMind's early investors included several high-profile tech entrepreneurs. In 2014, Google purchased DeepMind for £400 million. Although most of the company has remained an independent entity based in London, DeepMind Health has since been directly incorporated into Google Health. Since the Google acquisition, the company has notched up a number of significant achievements, perhaps the most notable being the creation of AlphaGo, a program that defeated world champion Lee Sedol at the complex game of Go. Go had been considered a holy grail of AI, for its high number of possible board positions and resistance to existing programming techniques. However, AlphaGo beat European champion Fan Hui 5–0 in October 2015 before winning 4–1 against former world champion Lee Sedol in March 2016 and winning 3–0 against the world's top-ranked player Ke Jie in 2017. Additional DeepMind accomplishments include creating a neural Turing machine, reducing the energy used by the cooling systems in Google's data centres by 40%, and advancing research on AI safety. DeepMind has also been responsible for technical advances in machine learning, having produced a number of award-winning papers. In particular, the company has made significant advances in deep learning and reinforcement learning, and pioneered the field of deep reinforcement learning which combines these two methods. Hassabis has predicted that artificial intelligence will be "one of the most beneficial techn

Distributed manufacturing

Distributed manufacturing, also known as distributed production, cloud producing, distributed digital manufacturing, and local manufacturing, is a form of decentralized manufacturing practiced by enterprises using a network of geographically dispersed manufacturing facilities that are coordinated using information technology. It can also refer to local manufacture via the historic cottage industry model, or manufacturing that takes place in the homes of consumers. == Enterprise == In enterprise environments, the primary attribute of distributed manufacturing is the ability to create value at geographically dispersed locations. For example, shipping costs could be minimized when products are built geographically close to their intended markets. Also, products manufactured in a number of small facilities distributed over a wide area can be customized with details adapted to individual or regional tastes. Manufacturing components in different physical locations and then managing the supply chain to bring them together for final assembly of a product is also considered a form of distributed manufacturing. Digital networks combined with additive manufacturing allow companies a decentralized and geographically independent distributed production (cloud manufacturing). == Consumer == Within the maker movement and DIY culture, small scale production by consumers often using peer-to-peer resources is being referred to as distributed manufacturing. Consumers download digital designs from an open design repository website like Youmagine or Thingiverse and produce a product for low costs through a distributed network of 3D printing services such as 3D Hubs, Geomiq. In the most distributed form of distributed manufacturing the consumer becomes a prosumer and manufacturers products at home with an open-source 3-D printer such as the RepRap. In 2013 a desktop 3-D printer could be economically justified as a personal product fabricator and the number of free and open hardware designs were growing exponentially. Today there are millions of open hardware product designs at hundreds of repositories and there is some evidence consumers are 3-D printing to save money. For example, 2017 case studies probed the quality of: (1) six common complex toys; (2) Lego blocks; and (3) the customizability of open source board games and found that all filaments analyzed saved the prosumer over 75% of the cost of commercially available true alternative toys and over 90% for recyclebot filament. Overall, these results indicate a single 3D printing repository, MyMiniFactory, is saving consumers well over $60 million/year in offset purchases of only toys. These 3-D printers can now be used to make sophisticated high-value products like scientific instruments. Similarly, a study in 2022 found that 81% of open source designs provided economic savings and the total savings for the 3D printing community is more than $35 million from downloading only the top 100 products at YouMagine. In general, the savings are largest when compared to conventional products when prosumers use recycled materials in 'distributed recycling and additive manufacturing' (DRAM). == Emergency Distributed Manufacturing During COVID-19 Pandemic == Distributed manufacturing became far more visible during the COVID-19 pandemic because it offered a practical response to the breakdown of centralized global supply chains. As lock downs, border restrictions, and factory shutdowns disrupted conventional production, decentralized networks using local facilities such as Open Source Medical Supplies stepped in and manufactured over 48 million products. Additive manufacturing /3D printing were used to produce urgently needed items such as face shields, ventilators and their components, nasopharyngeal swabs, and other personal protective equipment. This demonstrated that distributed manufacturing could reduce lead times, improve responsiveness, and lessen dependence on distant suppliers during crisis conditions for a wide range of products. Peer-reviewed studies on pandemic-era manufacturing note that additive manufacturing was especially valuable because digital design files could be shared rapidly and produced close to the point of need, enabling hospitals, universities, small firms, and maker communities to supplement strained medical supply chains. The pandemic also helped shift distributed manufacturing from being seen as a niche or experimental model to a credible strategy for resilience, flexibility, and emergency response. At the same time, scholars caution that its wider adoption depends on solving issues related to quality assurance, regulation, material consistency, and coordination across distributed production sites. Overall, COVID-19 popularized distributed manufacturing by showing that localized, digitally enabled production could complement traditional manufacturing systems when speed, adaptability, and supply-chain resilience were critical. == Social change == Some call attention to the conjunction of commons-based peer production with distributed manufacturing techniques. The self-reinforced fantasy of a system of eternal growth can be overcome with the development of economies of scope, and here, the civil society can play an important role contributing to the raising of the whole productive structure to a higher plateau of more sustainable and customised productivity. Further, it is true that many issues, problems and threats rise due to the large democratization of the means of production, and especially regarding the physical ones. For instance, the recyclability of advanced nanomaterials is still questioned; weapons manufacturing could become easier; not to mention the implications on counterfeiting and on "intellectual property". It might be maintained that in contrast to the industrial paradigm whose competitive dynamics were about economies of scale, commons-based peer production and distributed manufacturing could develop economies of scope. While the advantages of scale rest on cheap global transportation, the economies of scope share infrastructure costs (intangible and tangible productive resources), taking advantage of the capabilities of the fabrication tools. And following Neil Gershenfeld in that "some of the least developed parts of the world need some of the most advanced technologies", commons-based peer production and distributed manufacturing may offer the necessary tools for thinking globally but act locally in response to certain problems and needs. As well as supporting individual personal manufacturing social and economic benefits are expected to result from the development of local production economies. In particular, the humanitarian and development sector are becoming increasingly interested in how distributed manufacturing can overcome the supply chain challenges of last mile distribution. Further, distributed manufacturing has been proposed as a key element in the Cosmopolitan localism or cosmolocalism framework to reconfigure production by prioritizing socio-ecological well-being over corporate profits, over-production and excess consumption. == Technology == By localizing manufacturing, distributed manufacturing may enable a balance between two opposite extreme qualities in technology development: Low technology and High tech. This balance is understood as an inclusive middle, a "mid-tech", that may go beyond the two polarities, incorporating them into a higher synthesis. Thus, in such an approach, low-tech and high-tech stop being mutually exclusive. They instead become a dialectic totality. Mid-tech may be abbreviated to "both…and…" instead of "neither…nor…". Mid-tech combines the efficiency and versatility of digital/automated technology with low-tech's potential for autonomy and resilience. == Contracting in Distributed Manufacturing == Research into contracting and order processing models tailored for distributed manufacturing has highlighted the need for flexible, role-based frameworks and advanced digital tools. These tools and frameworks are essential for addressing issues related to quality assurance, payment structures, legal compliance, and coordination among multiple actors. By addressing these challenges, contracting models for distributed manufacturing can unlock its potential for more localized, efficient, and sustainable production systems. A system prototype has been developed to simplify contracting for distributed manufacturing. This tool allows buyers to manage orders across multiple manufacturers using a single interface, automating workflows to ensure clarity and accountability for everyone involved. This research was led by the Internet of Production, as part of the mAkE project (African European Maker Innovation Ecosystem), funded by the European Horizon 2020 research and innovation programme.

Computer Dreams

Computer Dreams is a 1988 film created by Digital Vision Entertainment and released by MPI Home Video. Written, produced and directed by Geoffrey de Valois and hosted by Amanda Pays, it consists primarily of clips and behind-the-scenes work of early computer graphics animation. Notably included are Luxo Jr. and Red's Dream, the first two short films from Pixar. The film is an hour long and features an electronic score by Music Fantastic. It was revised and re-released on DVD as The History of Computer Animation, Volume 2. It won the Winner Gold Special Jury Award at the 1989 Houston International Film Festival, and the 1989 Golden Decade Award from the US Film & Video Festival. Music used includes: Gail Lennon - Desire, Gail Lennon - Like A Dream, Shandi Sinnamon - Making It,

Concurrency control

In information technology and computer science, especially in the fields of computer programming, operating systems, multiprocessors, and databases, concurrency control ensures that correct results for concurrent operations are generated, while getting those results as quickly as possible. Computer systems, both software and hardware, consist of modules, or components. Each component is designed to operate correctly, i.e., to obey or to meet certain consistency rules. When components that operate concurrently interact by messaging or by sharing accessed data (in memory or storage), a certain component's consistency may be violated by another component. The general area of concurrency control provides rules, methods, design methodologies, and theories to maintain the consistency of components operating concurrently while interacting, and thus the consistency and correctness of the whole system. Introducing concurrency control into a system means applying operation constraints which typically result in some performance reduction. Operation consistency and correctness should be achieved with as good as possible efficiency, without reducing performance below reasonable levels. Concurrency control can require significant additional complexity and overhead in a concurrent algorithm compared to the simpler sequential algorithm. For example, a failure in concurrency control can result in data corruption from torn read or write operations. == Concurrency control in databases == Comments: This section is applicable to all transactional systems, i.e., to all systems that use database transactions (atomic transactions; e.g., transactional objects in Systems management and in networks of smartphones which typically implement private, dedicated database systems), not only general-purpose database management systems (DBMSs). DBMSs need to deal also with concurrency control issues not typical just to database transactions but rather to operating systems in general. These issues (e.g., see Concurrency control in operating systems below) are out of the scope of this section. Concurrency control in Database management systems (DBMS; e.g., Bernstein et al. 1987, Weikum and Vossen 2001), other transactional objects, and related distributed applications (e.g., Grid computing and Cloud computing) ensures that database transactions are performed concurrently without violating the data integrity of the respective databases. Thus concurrency control is an essential element for correctness in any system where two database transactions or more, executed with time overlap, can access the same data, e.g., virtually in any general-purpose database system. Consequently, a vast body of related research has been accumulated since database systems emerged in the early 1970s. A well established concurrency control theory for database systems is outlined in the references mentioned above: serializability theory, which allows to effectively design and analyze concurrency control methods and mechanisms. An alternative theory for concurrency control of atomic transactions over abstract data types is presented in (Lynch et al. 1993), and not utilized below. This theory is more refined, complex, with a wider scope, and has been less utilized in the Database literature than the classical theory above. Each theory has its pros and cons, emphasis and insight. To some extent they are complementary, and their merging may be useful. To ensure correctness, a DBMS usually guarantees that only serializable transaction schedules are generated, unless serializability is intentionally relaxed to increase performance, but only in cases where application correctness is not harmed. For maintaining correctness in cases of failed (aborted) transactions (which can always happen for many reasons) schedules also need to have the recoverability (from abort) property. A DBMS also guarantees that no effect of committed transactions is lost, and no effect of aborted (rolled back) transactions remains in the related database. Overall transaction characterization is usually summarized by the ACID rules below. As databases have become distributed, or needed to cooperate in distributed environments (e.g., Federated databases in the early 1990, and Cloud computing currently), the effective distribution of concurrency control mechanisms has received special attention. === Database transaction and the ACID rules === The concept of a database transaction (or atomic transaction) has evolved in order to enable both a well understood database system behavior in a faulty environment where crashes can happen any time, and recovery from a crash to a well understood database state. A database transaction is a unit of work, typically encapsulating a number of operations over a database (e.g., reading a database object, writing, acquiring lock, etc.), an abstraction supported in database and also other systems. Each transaction has well defined boundaries in terms of which program/code executions are included in that transaction (determined by the transaction's programmer via special transaction commands). Every database transaction obeys the following rules (by support in the database system; i.e., a database system is designed to guarantee them for the transactions it runs): Atomicity - Either the effects of all or none of its operations remain ("all or nothing" semantics) when a transaction is completed (committed or aborted respectively). In other words, to the outside world a committed transaction appears (by its effects on the database) to be indivisible (atomic), and an aborted transaction does not affect the database at all. Either all the operations are done or none of them are. Consistency - Every transaction must leave the database in a consistent (correct) state, i.e., maintain the predetermined integrity rules of the database (constraints upon and among the database's objects). A transaction must transform a database from one consistent state to another consistent state (however, it is the responsibility of the transaction's programmer to make sure that the transaction itself is correct, i.e., performs correctly what it intends to perform (from the application's point of view) while the predefined integrity rules are enforced by the DBMS). Thus since a database can be normally changed only by transactions, all the database's states are consistent. Isolation - Transactions cannot interfere with each other (as an end result of their executions). Moreover, usually (depending on concurrency control method) the effects of an incomplete transaction are not even visible to another transaction. Providing isolation is the main goal of concurrency control. Durability - Effects of successful (committed) transactions must persist through crashes (typically by recording the transaction's effects and its commit event in a non-volatile memory). The concept of atomic transaction has been extended during the years to what has become Business transactions which actually implement types of Workflow and are not atomic. However also such enhanced transactions typically utilize atomic transactions as components. === Why is concurrency control needed? === If transactions are executed serially, i.e., sequentially with no overlap in time, no transaction concurrency exists. However, if concurrent transactions with interleaving operations are allowed in an uncontrolled manner, some unexpected, undesirable results may occur, such as: The lost update problem: A second transaction writes a second value of a data-item (datum) on top of a first value written by a first concurrent transaction, and the first value is lost to other transactions running concurrently which need, by their precedence, to read the first value. The transactions that have read the wrong value end with incorrect results. The dirty read problem: Transactions read a value written by a transaction that has been later aborted. This value disappears from the database upon abort, and should not have been read by any transaction ("dirty read"). The reading transactions end with incorrect results. The incorrect summary problem: While one transaction takes a summary over the values of all the instances of a repeated data-item, a second transaction updates some instances of that data-item. The resulting summary does not reflect a correct result for any (usually needed for correctness) precedence order between the two transactions (if one is executed before the other), but rather some random result, depending on the timing of the updates, and whether certain update results have been included in the summary or not. Most high-performance transactional systems need to run transactions concurrently to meet their performance requirements. Thus, without concurrency control such systems can neither provide correct results nor maintain their databases consistently. === Concurrency control mechanisms === ==== Categories ==== The main categories of concurrency control mechanis

MovieRide FX

MovieRide FX is a patented automated special visual effects video compositing engine used in the MovieRide FX mobile application for Android (requires Android 2.3 or later) and iOS (compatible with iPhone 4 and up, iPad, and iPod Touch (new generation), requires iOS 7 or later). MovieRide FX allows the user to personalize a "Hollywood-style" movie clip by inserting themself into the clip as the "actor". == Features == The MovieRide FX app uses the relevant mobile device's camera to record a video of the user and insert it into a pre-packaged "Hollywood style" movie clip. The "actor" is extracted from their recorded video clip through various known effects such as masking, keying, and motion tracking. The "actor" is then inserted into one of the pre-packaged movie clips created by the MovieRide FX visual effects artists. This is done through an automated process requiring little or no artistic or technical skill from the user. The custom movie clips pre-packaged with MovieRide FX offer the user a variety of movie scenarios. Additional clips based on popular television and movie themes are continually being developed and are available on a freemium basis. == Sharing == Once the user's footage has automatically been composited into a movie clip and rendered as an .mp4 file, it can be shared via social media, such as Facebook, YouTube, and Twitter, and by e-mail. == History == === 2012 === MovieRide FX was created by Grant Waterston and Johann Mynhardt, who started development in 2012. === 2013 === The beta version was released on Google Play in July 2013. In August 2013 MovieRide FX was a New Media Award winner in the "New Media" category of the Accolade International Awards in Los Angeles. In October 2013 MovieRide FX was awarded exhibitor space in the ‘start-up village’ at the Apps-World Expo in London. === 2014 === MovieRide FX reached the 100 000 – 500 000 downloads category on the Google Play Store in June 2014. The official Android version was launched in July 2014. iOS version released in August 2014. MovieRide FX was selected as one of the "Top 150" startups at the Pioneer Festival in Vienna in September 2014. In November 2014 MovieRide FX was shortlisted for the Appster Awards in the "Best Entertainment App" and "Most Innovative App" categories and was awarded exhibitor space at the ‘start-up village’ at the Apps-World Expo in London. Patent applications were filed in South Africa, the EU and USA in April 2014. === 2015 === In September 2015 MovieRide FX was shortlisted for "Best Software innovation" at The Technology Expo Awards in London. === 2016 === In April 2016 MovieRide FX was nominated for a National Science and Technology Forum (NSTF) award for 'Research leading to Innovation by a corporate organization' In August 2016 Movie Ride FX won two Gold Awards at the 2016 Mobile Marketing Awards (MMA Smarties SA). These two Gold awards were for the 'Innovation' and 'Best in Show’ categories. In December 2016 FlicJam Inc. was formed in the US to access the larger global market. EU patent application was published in March 2016. === 2017 === South African patent was granted in February 2017. === 2018 === US patent was granted in March 2018.

Web container

A web container (also known as a servlet container; and compare "webcontainer") is the component of a web server that interacts with Jakarta Servlets. A web container is responsible for managing the lifecycle of servlets, mapping a URL to a particular servlet and ensuring that the URL requester has the correct access-rights. A web container handles requests to servlets, Jakarta Server Pages (JSP) files, and other types of files that include server-side code. The Web container creates servlet instances, loads and unloads servlets, creates and manages request and response objects, and performs other servlet-management tasks. A web container implements the web component contract of the Jakarta EE architecture. This architecture specifies a runtime environment for additional web components, including security, concurrency, lifecycle management, transaction, deployment, and other services. == List of Servlet containers == The following is a list of notable applications which implement the Jakarta Servlet specification from Eclipse Foundation, divided depending on whether they are directly sold or not. === Open source Web containers === Apache Tomcat (formerly Jakarta Tomcat) is an open source web container available under the Apache Software License. Apache Tomcat 6 and above are operable as general application container (prior versions were web containers only) Apache Geronimo is a full Java EE 6 implementation by Apache Software Foundation. Enhydra, from Lutris Technologies. GlassFish from Eclipse Foundation (an application server, but includes a web container). Jetty, from the Eclipse Foundation. Also supports SPDY and WebSocket protocols. Open Liberty, from IBM, is a fully compliant Jakarta EE server Virgo from Eclipse Foundation provides modular, OSGi based web containers implemented using embedded Tomcat and Jetty. Virgo is available under the Eclipse Public License. WildFly (formerly JBoss Application Server) is a full Java EE implementation by Red Hat, division JBoss. === Commercial Web containers === iPlanet Web Server, from Oracle. JBoss Enterprise Application Platform from Red Hat, division JBoss is subscription-based/open-source Jakarta EE-based application server. WebLogic Application Server, from Oracle Corporation (formerly developed by BEA Systems). Orion Application Server, from IronFlare. Resin Pro, from Caucho Technology. IBM WebSphere Application Server. SAP NetWeaver.

Digital video effect

Digital video effects (DVEs) are visual effects that provide comprehensive live video image manipulation, in the same form as optical printer effects in film. DVEs differ from standard video switcher effects (often referred to as analog effects) such as wipes or dissolves, in that they deal primarily with resizing, distortion or movement of the image. Modern video switchers often contain internal DVE functionality. Modern DVE devices are incorporated in high-end broadcast video switchers. Early examples of DVE devices found in the broadcast post-production industry include the Ampex Digital Optics (ADO), Quantel DPE-5000, Vital Squeezoom, NEC E-Flex and the Abekas A5x series of DVEs. By 1988, Grass Valley Group caught up with the competition with their Kaleidoscope, which integrated ADO-type effects with their widely used line of broadcast switching gear. DVEs are used by the broadcast television industry in live television production environments like television studios and outside broadcasts. They are commonly used in video post-production.