AI Art Job Displacement

AI Art Job Displacement — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Nona-binning

    Nona-binning

    Nona-binning is a pixel binning technique used in high-resolution image sensors, primarily in smartphone cameras. The method is based on merging groups of nine neighbouring pixels arranged in a 3×3 pattern. This configuration allows a sensor with very small individual pixels to increase its effective light sensitivity when operating in low-light conditions, while still maintaining high nominal resolution in bright environments. == Overview == Nona-binning is most commonly implemented in sensors with a resolution of 108 megapixels and higher. As pixel counts grew, the physical dimensions of individual pixels continued to shrink, reducing the amount of light captured by each. The 3×3 binning structure enables a sensor to operate in two modes. In well-lit scenes, each pixel is processed separately, providing the full resolution of the sensor. In darker settings, nine pixels with identical colour filters are combined into a single output unit, increasing signal strength and reducing noise. == Technical principles == Unlike the traditional Bayer colour filter array, which alternates colours on a per-pixel basis, nona-binning uses a grouped layout. The sensor forms blocks of nine pixels with matching colour filters — typically within a Quad Bayer–derived arrangement extended to 3×3 regions. When operating in the binning mode, the sensor aggregates the charge generated by all nine pixels in each block. This increases effective sensitivity but lowers the final image resolution. When lighting conditions allow, the sensor returns to processing pixel data individually. == Applications == Nona-binning is primarily used in: Smartphone photography, particularly in devices equipped with sensors exceeding 100 megapixels. Low-light imaging, where increased sensitivity improves exposure stability and reduces noise. Computational photography systems, such as multi-frame processing and HDR capture. == Related technologies == Nona-binning belongs to the broader group of pixel-binning approaches used in modern sensors. Other implementations include Tetracell, which merges four pixels in a 2×2 block, and hexa-binning, which combines six pixels, though it is less common. All of these methods aim to balance the high nominal resolution of mobile sensors with the need for improved low-light performance.

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  • Second-order co-occurrence pointwise mutual information

    Second-order co-occurrence pointwise mutual information

    In computational linguistics, second-order co-occurrence pointwise mutual information (SOC-PMI) is a method used to measure semantic similarity, or how close in meaning two words are. The method does not require the two words to appear together in a text. Instead, it works by analyzing the "neighbor" words that typically appear alongside each of the two target words in a large body of text (corpus). If the two target words frequently share the same neighbors, they are considered semantically similar. For example, the words "cemetery" and "graveyard" may not appear in the same sentence often, but they both frequently appear near words like "buried," "dead," and "funeral." SOC-PMI uses this shared context to determine that they have a similar meaning. The method is called "second-order" because it doesn't look at the direct co-occurrence of the target words (which would be first-order), but at the co-occurrence of their neighbors (a second level of association). The strength of these associations is quantified using pointwise mutual information (PMI). == History == The method builds on earlier work like the PMI-IR algorithm, which used the AltaVista search engine to calculate word association probabilities. The key advantage of a second-order approach like SOC-PMI is its ability to measure similarity between words that do not co-occur often, or at all. The British National Corpus (BNC) has been used as a source for word frequencies and contexts for this method. == Methodology == The SOC-PMI algorithm measures the similarity between two words, w 1 {\displaystyle w_{1}} and w 2 {\displaystyle w_{2}} , in several steps. === Step 1: Score neighboring words with PMI === First, for each target word ( w 1 {\displaystyle w_{1}} and w 2 {\displaystyle w_{2}} ), the algorithm identifies its "neighbor" words within a certain text window (e.g., within 5 words to the left or right) across a large corpus. The strength of the association between a target word t i {\displaystyle t_{i}} and its neighbor w {\displaystyle w} is calculated using pointwise mutual information (PMI). A higher PMI value means the two words appear together more often than would be expected by chance. The PMI between a target word t i {\displaystyle t_{i}} and a neighbor word w {\displaystyle w} is calculated as: f pmi ( t i , w ) = log 2 ⁡ f b ( t i , w ) × m f t ( t i ) f t ( w ) {\displaystyle f^{\text{pmi}}(t_{i},w)=\log _{2}{\frac {f^{b}(t_{i},w)\times m}{f^{t}(t_{i})f^{t}(w)}}} where: f b ( t i , w ) {\displaystyle f^{b}(t_{i},w)} is the number of times t i {\displaystyle t_{i}} and w {\displaystyle w} appear together in the context window. f t ( t i ) {\displaystyle f^{t}(t_{i})} is the total number of times t i {\displaystyle t_{i}} appears in the corpus. f t ( w ) {\displaystyle f^{t}(w)} is the total number of times w {\displaystyle w} appears in the corpus. m {\displaystyle m} is the total number of tokens (words) in the corpus. === Step 2: Create a semantic 'signature' for each word === For each target word ( w 1 {\displaystyle w_{1}} and w 2 {\displaystyle w_{2}} ), the algorithm creates a list of its most significant neighbors. This is done by taking the top β {\displaystyle \beta } neighbor words, sorted in descending order by their PMI score with the target word. This list of top neighbors, X w {\displaystyle X^{w}} , acts as a semantic "signature" for the word w {\displaystyle w} . X w = { X i w } {\displaystyle X^{w}=\{X_{i}^{w}\}} , for i = 1 , 2 , … , β {\displaystyle i=1,2,\ldots ,\beta } The size of this list, β {\displaystyle \beta } , is a parameter of the method. === Step 3: Compare the signatures === The algorithm then compares the signatures of w 1 {\displaystyle w_{1}} and w 2 {\displaystyle w_{2}} . It looks for words that are present in both signatures. The similarity of w 1 {\displaystyle w_{1}} to w 2 {\displaystyle w_{2}} is calculated by summing the PMI scores of w 2 {\displaystyle w_{2}} with every word in w 1 {\displaystyle w_{1}} 's signature list. The β {\displaystyle \beta } -PMI summation function defines this score. The score for w 1 {\displaystyle w_{1}} with respect to w 2 {\displaystyle w_{2}} is: f ( w 1 , w 2 , β ) = ∑ i = 1 β ( f pmi ( X i w 1 , w 2 ) ) γ {\displaystyle f(w_{1},w_{2},\beta )=\sum _{i=1}^{\beta }(f^{\text{pmi}}(X_{i}^{w_{1}},w_{2}))^{\gamma }} This sum only includes terms where the PMI value is positive. The exponent γ {\displaystyle \gamma } (with a value > 1) is used to give more weight to neighbors that are more strongly associated with w 2 {\displaystyle w_{2}} . This calculation is done in both directions: The similarity of w 1 {\displaystyle w_{1}} with respect to w 2 {\displaystyle w_{2}} : f ( w 1 , w 2 , β 1 ) = ∑ i = 1 β 1 ( f pmi ( X i w 1 , w 2 ) ) γ {\displaystyle f(w_{1},w_{2},\beta _{1})=\sum _{i=1}^{\beta _{1}}(f^{\text{pmi}}(X_{i}^{w_{1}},w_{2}))^{\gamma }} The similarity of w 2 {\displaystyle w_{2}} with respect to w 1 {\displaystyle w_{1}} : f ( w 2 , w 1 , β 2 ) = ∑ i = 1 β 2 ( f pmi ( X i w 2 , w 1 ) ) γ {\displaystyle f(w_{2},w_{1},\beta _{2})=\sum _{i=1}^{\beta _{2}}(f^{\text{pmi}}(X_{i}^{w_{2}},w_{1}))^{\gamma }} === Step 4: Calculate final similarity score === Finally, the total semantic similarity is the average of the two scores from the previous step. S i m ( w 1 , w 2 ) = f ( w 1 , w 2 , β 1 ) β 1 + f ( w 2 , w 1 , β 2 ) β 2 {\displaystyle \mathrm {Sim} (w_{1},w_{2})={\frac {f(w_{1},w_{2},\beta _{1})}{\beta _{1}}}+{\frac {f(w_{2},w_{1},\beta _{2})}{\beta _{2}}}} This score can be normalized to fall between 0 and 1. For example, using this method, the words cemetery and graveyard achieve a high similarity score of 0.986 (with specific parameter settings).

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  • Statistical shape analysis

    Statistical shape analysis

    Statistical shape analysis is an analysis of the geometrical properties of some given set of shapes by statistical methods. For instance, it could be used to quantify differences between male and female gorilla skull shapes, normal and pathological bone shapes, leaf outlines with and without herbivory by insects, etc. Important aspects of shape analysis are to obtain a measure of distance between shapes, to estimate mean shapes from (possibly random) samples, to estimate shape variability within samples, to perform clustering and to test for differences between shapes. One of the main methods used is principal component analysis (PCA). Statistical shape analysis has applications in various fields, including medical imaging, computer vision, computational anatomy, sensor measurement, and geographical profiling. == Landmark-based techniques == In the point distribution model, a shape is determined by a finite set of coordinate points, known as landmark points. These landmark points often correspond to important identifiable features such as the corners of the eyes. Once the points are collected some form of registration is undertaken. This can be a baseline methods used by Fred Bookstein for geometric morphometrics in anthropology. Or an approach like Procrustes analysis which finds an average shape. David George Kendall investigated the statistical distribution of the shape of triangles, and represented each triangle by a point on a sphere. He used this distribution on the sphere to investigate ley lines and whether three stones were more likely to be co-linear than might be expected. Statistical distribution like the Kent distribution can be used to analyse the distribution of such spaces. Alternatively, shapes can be represented by curves or surfaces representing their contours, by the spatial region they occupy. == Shape deformations == Differences between shapes can be quantified by investigating deformations transforming one shape into another. In particular a diffeomorphism preserves smoothness in the deformation. This was pioneered in D'Arcy Thompson's On Growth and Form before the advent of computers. Deformations can be interpreted as resulting from a force applied to the shape. Mathematically, a deformation is defined as a mapping from a shape x to a shape y by a transformation function Φ {\displaystyle \Phi } , i.e., y = Φ ( x ) {\displaystyle y=\Phi (x)} . Given a notion of size of deformations, the distance between two shapes can be defined as the size of the smallest deformation between these shapes. Diffeomorphometry is the focus on comparison of shapes and forms with a metric structure based on diffeomorphisms, and is central to the field of Computational anatomy. Diffeomorphic registration, introduced in the 90's, is now an important player with existing codes bases organized around ANTS, DARTEL, DEMONS, LDDMM, StationaryLDDMM, and FastLDDMM are examples of actively used computational codes for constructing correspondences between coordinate systems based on sparse features and dense images. Voxel-based morphometry (VBM) is an important technology built on many of these principles. Methods based on diffeomorphic flows are also used. For example, deformations could be diffeomorphisms of the ambient space, resulting in the LDDMM (Large Deformation Diffeomorphic Metric Mapping) framework for shape comparison.

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  • Ayoba

    Ayoba

    Ayoba is an African communication platform developed in South Africa. It is owned by Progressive Tech Holdings in Mauritius and managed by SIMFY Africa. Launched on May 4, 2019, as of April 2024, it has over 35 million active users. == History == Ayoba was first published on Google Play in February 2019. Its first marketing campaign and brand launch took place in Cameroon on May 4, 2019. In June 2019, the platform introduced its first eight channels. In November 2019, the platform reached one million active users, which increased to two million by June 2020. Subsequently, ayoba expanded its services, including the launch of games for Android in February 2020, Momo (Mobile Money) in Cameroon in May 2020, and MicroApps in May 2020. It also launched music and voice and video calling features in 12 territories in August 2020. The first version of ayoba for iOS was released in September 2020. In December of the same year, games and Messaging 2.0 were launched on the platform. In November 2020, it won Best Mobile Application at the African Digital Awards. In 2021, it won OTT Brand of the Year at the Marketing World Awards in Ghana. In December 2022, it received Top Innovative Technology and Telecom Product of the Year at the National Communications Awards in December 2022. In June 2023 ayoba partnered with BoomPlay and as of April 2024, it had 35 million monthly active users. Ayoba has partnered with Jumia Ghana to offer exclusive deals to users. Ayoba users can get a 10% discount on selected Jumia purchases through the app, with no data charges for MTN users. This partnership aims to make online shopping more affordable and accessible by integrating Jumia's offers into the ayoba app. Ayoba supports over 35 million users across Africa and provides services in 22 languages. To access the deals, users can download the ayoba app from the Google Play Store, iOS Store, or the official website. == Platform features == Chat, Call and Share: ayoba enables instant messaging, voice notes, picture sharing, and file sharing with contacts, even if they do not have the app installed. The app supports voice and video calls on both Android and iOS, as well as group chats, help channel and SMS continuity (non ayoba users receive messages as SMS, their responses appear in the ayoba app). Music: ayoba offers a free music player with daily updates on international and African music. Users can find playlists for different genres. Games: ayoba provides a selection of interactive games, including action, adventure, and children's games available on both Android and iOS. Mobile Money Transfers: In certain territories, ayoba supports mobile money transfers using MTN Mobile Money (MoMo) for transactions within the app. MicroApps: ayoba features individual MicroApps within the platform that offer content and services, including streaming channels, podcasts, and specialized apps. The availability of these apps may vary by country. == Operations == ayoba primarily focuses on the following territories: Nigeria, Cameroon, South Africa, Ghana, Côte d'Ivoire, Uganda, Republic of Congo, Benin, Zambia, Tanzania, Kenya, Senegal, Togo, Guinea Bissau, Guinea Conakry, Sudan, South Sudan, and Liberia. The company operates from its offices in Cape Town and Johannesburg, South Africa. David Gillaranz served as the CEO from 2019 to 2021, and Burak Akinci has been the CEO since 2021.

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  • Stop Motion Studio

    Stop Motion Studio

    Stop Motion Studio is a stop motion animation software developed by Cateater LLC. It is available as both an app for iOS and Android and as a software for Windows and Mac. Two versions of the software exist, the standard Stop Motion Studio for free, and the paid Stop Motion Studio Pro, which contains extra, more advanced features. The software is commonly used in brickfilming.

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  • Computational photography

    Computational photography

    Computational photography refers to digital image capture and processing techniques that use digital computation instead of optical processes. Computational photography can improve the capabilities of a camera, or introduce features that were not possible at all with film-based photography, or reduce the cost or size of camera elements. Examples of computational photography include in-camera computation of digital panoramas, high-dynamic-range images, and light field cameras. Light field cameras use novel optical elements to capture three-dimensional scene information, which can then be used to produce 3D images, enhanced depth-of-field, and selective de-focusing (or "post focus"). Enhanced depth-of-field reduces the need for mechanical focusing systems. All of these features use computational imaging techniques. The definition of computational photography has evolved to cover a number of subject areas in computer graphics, computer vision, and applied optics. These areas are given below, organized according to a taxonomy proposed by Shree K. Nayar. Within each area is a list of techniques, and for each technique, one or two representative papers or books are cited. Deliberately omitted from the taxonomy are image processing (see also digital image processing) techniques applied to traditionally captured images to produce better images. Examples of such techniques are image scaling, dynamic range compression (i.e. tone mapping), color management, image completion (a.k.a. inpainting or hole filling), image compression, digital watermarking, and artistic image effects. Also omitted are techniques that produce range data, volume data, 3D models, 4D light fields, 4D, 6D, or 8D BRDFs, or other high-dimensional image-based representations. Epsilon photography is a sub-field of computational photography. == Effect on photography == Photos taken using computational photography can allow amateurs to produce photographs rivalling the quality of professional photographers, but as of 2019 do not outperform the use of professional-level equipment. == Computational illumination == This is controlling photographic illumination in a structured fashion, then processing the captured images, to create new images. The applications include image-based relighting, image enhancement, image deblurring, geometry/material recovery and so forth. High-dynamic-range imaging uses differently exposed pictures of the same scene to extend dynamic range. Other examples include processing and merging differently illuminated images of the same subject matter ("lightspace"). == Computational optics == This is a capture of optically coded images, followed by computational decoding to produce new images. Coded aperture imaging was mainly applied in astronomy and X-ray imaging to boost the image quality. Instead of a single pin-hole, a pinhole pattern is applied in imaging, and deconvolution is performed to recover the image. In coded exposure imaging, the on/off state of the shutter is coded to modify the kernel of motion blur. In this way, motion deblurring becomes a well-conditioned problem. Similarly, in a lens based coded aperture, the aperture can be modified by inserting a broadband mask. Thus, out of focus deblurring becomes a well-conditioned problem. The coded aperture can also improve the quality in light field acquisition using Hadamard transform optics. Coded aperture patterns can also be designed using color filters, in order to apply different codes at different wavelengths. This allows for increase the amount of light that reaches the camera sensor, compared to binary masks. == Computational imaging == Computational imaging is a set of imaging techniques that combine data acquisition and data processing to create the image of an object through indirect means to yield enhanced resolution, additional information such as optical phase or 3D reconstruction. The information is often recorded without using a conventional optical microscope configuration or with limited datasets. Computational imaging allows going beyond physical limitations of optical systems, such as numerical aperture, or even obliterates the need for optical elements. For parts of the optical spectrum where imaging elements such as objectives are difficult to manufacture or image sensors cannot be miniaturized, computational imaging provides useful alternatives, in fields such as X-ray and THz radiations. === Common techniques === Among common computational imaging techniques are lensless imaging, computational speckle imaging , ptychography and Fourier ptychography. Computational imaging technique often draws on compressive sensing or phase retrieval techniques, where the angular spectrum of the object is reconstructed. Other techniques are related to the field of computational imaging, such as digital holography, computer vision and inverse problems such as tomography. == Computational processing == This is the processing of non-optically-coded images to produce new images. == Computational sensors == These are detectors that combine sensing and processing, typically in hardware, like the oversampled binary image sensor. == Early work in computer vision == Although computational photography is a currently popular buzzword in computer graphics, many of its techniques first appeared in the computer vision literature, either under other names or within papers aimed at 3D shape analysis. == Art history == Computational photography, as an art form, has been practiced by capturing differently exposed pictures of the same subject matter and combining them. This was the inspiration for the development of the wearable computer in the 1970s and early 1980s. Computational photography was inspired by the work of Charles Wyckoff, and thus computational photography datasets (e.g. differently exposed pictures of the same subject matter that are taken in order to make a single composite image) are sometimes referred to as Wyckoff Sets, in his honor. Early work in this area (joint estimation of image projection and exposure value) was undertaken by Mann and Candoccia. Charles Wyckoff devoted much of his life to creating special kinds of 3-layer photographic films that captured different exposures of the same subject matter. A picture of a nuclear explosion, taken on Wyckoff's film, appeared on the cover of Life Magazine and showed the dynamic range from the dark outer areas to the inner core.

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  • SimSimi

    SimSimi

    SimSimi is an artificial intelligence conversation program created in 2002 by ISMaker. It grows its artificial intelligence day by day assisted by a feature that allows users to teach it to respond correctly. SimSimi, pronounced as "shim-shimi", is from a Korean word simsim (심심) which means "bored". It has an application designed for Android, Windows Phone and iOS. The application was banned in Thailand in 2012 after users taught it to make responses containing profanity, and to criticise leading politicians. In April 2018, SimSimi was suspended in Brazil due to accusations of sending inappropriate messages, such as sexual language, bullying and even death threats, being labeled as "dangerous" mainly due to its popularity among children, and according to its developer, the suspension of the app in the country "was inevitable because the SimSimi app, at least in the last few days, had a significant negative social impact in Brazil.”

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  • Braina

    Braina

    Braina is a virtual assistant and speech-to-text dictation application for Microsoft Windows developed by Brainasoft. Braina uses natural language interface, speech synthesis, and speech recognition technology to interact with its users and allows them to use natural language sentences to perform various tasks on a computer. The name Braina is a short form of "Brain Artificial". Braina is marketed as a Microsoft Copilot alternative. It provides a voice interface for several locally run and cloud large language models, including the latest LLMs from providers such as OpenAI, Anthropic, Google, xAI, Meta, Mistral, etc; while improving data privacy. Braina also allows responses from its in-house large language models like Braina Swift and Braina Pinnacle. It has an "Artificial Brain" feature that provides persistent memory support for supported LLMs. == Features == Braina provides is able to carry out various tasks on a computer, including automation. Braina can take commands inputted through typing or through dictation to store reminders, find information online, perform mathematical operations, open files, generate images from text, transcribe speech, and control open windows or programs. Braina adapts to user behavior over time with a goal of better anticipating needs. === Speech-to-text dictation === Braina Pro can type spoken words into an active window at the location of a user's cursor. Its speech recognition technology supports more than 100 languages and dialects and is able to isolate the recognition of a user's voice from disturbing environmental factors such as background noise, other human voices, or external devices. Braina can also be taught to dictate uncommon legal, medical, and scientific terms. Users can also teach Braina uncommon names and vocabulary. Users can edit or correct dictated text without using a keyboard or mouse by giving built-in voice commands. === Text-to-speech === Braina can read aloud selected texts, such as e-books. === Custom commands and automation === Braina can automate computer tasks. It lets users create custom voice commands to perform tasks such as opening files, programs, websites, or emails, as well as executing keyboard or mouse macros. === Transcription === Braina can transcribe media file formats such as WAV, MP3, and MP4 into text. === Notes and reminders === Braina can store and recall notes and reminders. These can include scheduled or unscheduled commands, checklist items, alarms, chat conversations, memos, website snippets, bookmarks, contacts. === Image and Video generation === Braina can generate AI images and videos from text and image inputs using generative cloud AI models. These include Black Forest Labs' FLUX.2, Google's Veo, Imagen, and Nano Banana Pro, Kuaishou's Kling, Alibaba's Wan, ByteDance's Seedance and Seedream, MiniMax's Hailuo, OpenAI's GPT Image, and Tongyi Lab's Z Image Turbo. == Platforms == In addition to the desktop version for Windows operating systems, Braina is also available for the iOS and Android operating systems. The mobile version of Braina has a feature allowing remote management of a Windows PC connected via Wi-Fi. == Distributions == Braina is distributed in multiple modes. These include Braina Lite, a freeware version with limitations, and premium versions Braina Pro, Pro Plus, and Pro Ultra. Some additional features in the Pro version include dictation, custom vocabulary, video transcription, automation, custom voice commands, and persistent LLM memory. == Reception == TechRadar has consistently listed Braina as one of the best dictation and virtual assistant apps between 2015 and 2024.

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  • Prompt engineering

    Prompt engineering

    Prompt engineering is the process of structuring natural language inputs (known as prompts) to produce specified outputs from a generative artificial intelligence (GenAI) model. Context engineering is the related area of software engineering that focuses on the management of non-prompt contexts supplied to the GenAI model, such as metadata, API tools, and tokens. It can also be defined as the practice of designing and refining input instructions given to a generative AI model to produce more accurate, relevant, or useful outputs. Effective prompt engineering involves understanding how a model interprets language, and may include techniques such as few-shot prompting, chain-of-thought prompting, and role assignment. It is increasingly considered a skill for working with large language models (LLMs) in both research and professional contexts. During the 2020s AI boom, prompt engineering became regarded as a business capability across corporations and industries. Employees with the title prompt engineer were hired to create prompts that would increase productivity and efficacy, although the individual title has since lost traction amid AI models that produce better prompts than humans and corporate training in prompting for general employees. Common prompting techniques include multi-shot, chain-of-thought, and tree-of-thought prompting, as well as the use of assigning roles to the model. Automated prompt generation methods, such as retrieval-augmented generation (RAG), provide for greater accuracy and a wider scope of functions for prompt engineers. Prompt injection is a type of cybersecurity attack that targets machine learning models through malicious prompts. == Terminology == The Oxford English Dictionary defines prompt engineering as "The action or process of formulating and refining prompts for an artificial intelligence program, algorithm, etc., in order to optimize its output or to achieve a desired outcome; the discipline or profession concerned with this." In 2023, prompt ("an instruction given to an artificial intelligence program, algorithm, etc., which determines or influences the content it generates") was the runner-up to Oxford's word of the year. === Prompt === A prompt is some natural language text that describes and prescribes the task that an artificial intelligence (AI) should perform. A prompt for a text-to-text language model can be a query, a command, or a longer statement referencing context, instructions, and conversation history. The process of prompt engineering may involve designing clear queries, refining wording, providing relevant context, specifying the style of output, and assigning a character for the AI to mimic in order to guide the model toward more accurate, useful, and consistent responses. When communicating with a text-to-image or a text-to-audio model, a typical prompt contains a description of a desired output such as "a high-quality photo of an astronaut riding a horse" or "Lo-fi slow BPM electro chill with organic samples". Prompt engineering may be applied to text-to-image models to achieve a desired subject, style, layout, lighting, and aesthetic. === Techniques === Common terms used to describe various specific prompt engineering techniques include chain-of-thought, tree-of-thought, and retrieval-augmented generation (RAG). A 2024 survey of the field identified over 50 distinct text-based prompting techniques, 40 multimodal variants, and a vocabulary of 33 terms used across prompting research, highlighting a present lack of standardised terminology for prompt engineering. Vibe coding is an AI-assisted software development method where a user prompts an LLM with a description of what they want and lets it generate or edit the code. In 2025, "vibe coding" was the Collins Dictionary word of the year. === Context engineering === Context engineering is a related process that focuses on the context elements that accompany user prompts, which include system instructions, retrieved knowledge, tool definitions, conversation summaries, and task metadata. Context engineering is performed to improve reliability, provenance and token efficiency in production LLM systems. The concept emphasises operational practices such as token budgeting, provenance tags, versioning of context artifacts, observability (logging which context was supplied), and context regression tests to ensure that changes to supplied context do not silently alter system behaviour. == Rationale == Research has found that the performance of large language models (LLMs) is highly sensitive to choices such as the ordering of examples, the quality of demonstration labels, and even small variations in phrasing. In some cases, reordering examples in a prompt produced accuracy shifts of more than 40 percent. === In-context learning === A model's ability to temporarily learn from prompts is known as in-context learning. In-context learning is an emergent ability of large language models. It is an emergent property of model scale, meaning that breaks in scaling laws occur, leading to its efficacy increasing at a different rate in larger models than in smaller models. Unlike training and fine-tuning, which produce lasting changes, in-context learning is temporary. Training models to perform in-context learning can be viewed as a form of meta-learning, or "learning to learn". === Prompting to estimate model sensitivity === Research consistently demonstrates that LLMs are highly sensitive to subtle variations in prompt formatting, structure, and linguistic properties. Some studies have shown up to 76 accuracy points across formatting changes in few-shot settings. Linguistic features significantly influence prompt effectiveness—such as morphology, syntax, and lexico-semantic changes—which meaningfully enhance task performance across a variety of tasks. Clausal syntax, for example, improves consistency and reduces uncertainty in knowledge retrieval. This sensitivity persists even with larger model sizes, additional few-shot examples, or instruction tuning. To address sensitivity of models and make them more robust, several evaluative methods have been proposed. FormatSpread facilitates systematic analysis by evaluating a range of plausible prompt formats, offering a more comprehensive performance interval. Similarly, PromptEval estimates performance distributions across diverse prompts, enabling robust metrics such as performance quantiles and accurate evaluations under constrained budgets. == Prompting techniques == === Multi-shot === A prompt may include a few examples for a model to learn from in context, an approach called few-shot learning. For example, the prompt may ask the model to complete "maison → house, chat → cat, chien →", with the expected response being dog. === Chain-of-thought === Chain-of-thought (CoT) prompting is a technique that allows large language models (LLMs) to solve a problem as a series of intermediate steps before giving a final answer. In 2022, Google Brain reported that chain-of-thought prompting improves reasoning ability by inducing the model to answer a multi-step problem with steps of reasoning that mimic a train of thought. Chain-of-thought techniques were developed to help LLMs handle multi-step reasoning tasks, such as arithmetic or commonsense reasoning questions. When applied to PaLM, a 540 billion parameter language model, according to Google, CoT prompting significantly aided the model, allowing it to perform comparably with task-specific fine-tuned models on several tasks, achieving state-of-the-art results at the time on the GSM8K mathematical reasoning benchmark. It is possible to fine-tune models on CoT reasoning datasets to enhance this capability further and stimulate better interpretability. As originally proposed by Google, each CoT prompt is accompanied by a set of input/output examples—called exemplars—to demonstrate the desired model output, making it a few-shot prompting technique. However, according to a later paper from researchers at Google and the University of Tokyo, simply appending the words "Let's think step-by-step" was also effective, which allowed for CoT to be employed as a zero-shot technique. ==== Self-consistency ==== Self-consistency performs several chain-of-thought rollouts, then selects the most commonly reached conclusion out of all the rollouts. === Tree-of-thought === Tree-of-thought prompting generalizes chain-of-thought by generating multiple lines of reasoning in parallel, with the ability to backtrack or explore other paths. It can use tree search algorithms like breadth-first, depth-first, or beam. === Text-to-image prompting === In 2022, text-to-image models like DALL-E 2, Stable Diffusion, and Midjourney were released to the public. These models take text prompts as input and use them to generate images. Early text-to-image models typically do not understand negation, grammar and sentence structure in the same way as large language models, and may thus requi

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  • IruSoft

    IruSoft

    IruSoft (Arabic: آيروسوفت) is an insurance regulatory platform designated for licensing, supervision and inspection of the insurance sector within a country. The platform introduced unique supervision-technology (suptech), insurance-technology (insurtech) and regulatory-technology (regtech) automated modules by which a regulator requires less resources to ensure fairness, transparency and competition and to prevent conflicts of interest in the sector. IruSoft was founded by Abdullah Al-Salloum and owned by the Insurance Regulatory Unit in Kuwait. The Insurance Regulatory Unit optimized processing insurance-sector's customer complaints by issuing Resolution No. (1) of 2022 that introduced IruSoft's complaints public module; an automated resolution center, by which the process of receiving submitted complaints, passing them on to the platforms of licensed insurance companies, tracking matter-related discussions and updates and getting them escalated if unresolved to be discussed by a committee assigned by the unit is integrally automated and analyzed for better key performance indicators.

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  • Globetrooper

    Globetrooper

    Globetrooper is a free travel app known for assisting travelers in finding partners for group trips and world adventures. Globetrooper offers a free social travel platform that helps people find travel partners. == History == Globetrooper was developed and released in 2010 by a couple; Todd Sullivan and Lauren McLeod who are two travel-minded individuals that wanted to make it easier for travelers to plan a journey and see the world. With their backgrounds in business, software & design, and a love for travel, both left the corporate world and launched Globetrooper on Lauren’s birthday 28 March 2010. Globetrooper was first launched as an information portal with a view to making it more social, but after some months, the content quickly grew and changed to the ‘travel partner’ concept.

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  • Racter

    Racter

    Racter is an artificial intelligence program that generates English language prose at random. It was published by Mindscape for IBM PC compatibles in 1984, then for the Apple II, Mac, and Amiga. An expanded version of the software, not the one released through Mindscape, was used to generate the text for the published book The Policeman's Beard Is Half Constructed. == History == Racter, short for raconteur, was written by William Chamberlain and Thomas Etter. Racter's initial creation was the short story Soft Ions, which appeared in the October 1981 issue of Omni (magazine). The publication's editors bought the story in January 1980, before it had even been written. In exchange for the rights, the editors offered financial support to Chamberlain and Etter so the two could refine Racter. In 1983, Racter produced a book called The Policeman's Beard Is Half Constructed (ISBN 0-446-38051-2). The program originally was written for an OSI which only supported file names at most six characters long, causing the name to be shorted to Racter and it was later adapted to run on a CP/M machine where it was written in "compiled ASIC on a Z80 microcomputer with 64K of RAM." This version, the program that allegedly wrote the book, was not released to the general public. The sophistication claimed for the program was likely exaggerated, as could be seen by investigation of the template system of text generation. In 1984, Mindscape released an interactive version of Racter, developed by Inrac Corporation, for IBM PC compatibles, and it was ported to the Apple II, Mac, and Amiga. The published Racter was similar to a chatterbot. The BASIC program that was released by Mindscape was far less sophisticated than anything that could have written the fairly sophisticated prose of The Policeman's Beard. The commercial version of Racter could be likened to a computerized version of Mad Libs, the game in which you fill in the blanks in advance and then plug them into a text template to produce a surrealistic tale. The commercial program attempted to parse text inputs, identifying significant nouns and verbs, which it would then regurgitate to create "conversations", plugging the input from the user into phrase templates which it then combined, along with modules that conjugated English verbs. By contrast, the text in The Policeman's Beard, apart from being edited from a large amount of output, would have been the product of Chamberlain's own specialized templates and modules, which were not included in the commercial release of the program. == Reception == The Boston Phoenix called the story Soft Ions "schematic nonsense. But the scheme is obvious enough and the nonsense accessible enough to an attentive reader that one can almost believe Chamberlain when he predicts that before long Racter will be ready to write for the pulp-reading public." PC Magazine described some of Policeman's Beard's scenes as "surprising for their frankness" and "reflective". It concluded that the book was "whimsical and wise and sometimes fun". Computer Gaming World described Racter as "a diversion into another dimension that might best be seen before paying the price of a ticket. (Try before you buy!)" A 1985 review of the program in The New York Times notes that, "As computers move ever closer to artificial intelligence, Racter is on the edge of artificial insanity." It also states that Racter's "always-changing sentences are grammatically correct, often funny and, for a computer, sometimes profound." The article includes examples showing interaction with Racter, most often Racter asking the user questions. == Reviews == Jeux & Stratégie #47

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  • Dr. Sbaitso

    Dr. Sbaitso

    Dr. Sbaitso ( SPAYT-soh) is an artificial intelligence speech synthesis program released late in 1991 by Creative Labs in Singapore for MS-DOS-based personal computers. The name is an acronym for "SoundBlaster Acting Intelligent Text-to-Speech Operator." == History == Dr. Sbaitso was distributed with various sound cards manufactured by Creative Technology in the early 1990s. The text-to-speech engine used is a version of Monologue, which was developed by First Byte Software. Monologue is a later release of First Byte's "SmoothTalker" software from 1984. The program "conversed" with the user as if it were a psychologist, though most of its responses were along the lines of "WHY DO YOU FEEL THAT WAY?" rather than any sort of complicated interaction. When confronted with a phrase it could not understand, it would often reply with something such as "THAT'S NOT MY PROBLEM." Dr. Sbaitso repeated text out loud that was typed after the word "SAY." Repeated swearing or abusive behavior on the part of the user caused Dr. Sbaitso to "break down" in a "PARITY ERROR" before resetting itself. The same would happen, if the user types "SAY PARITY." The program introduced itself with the following lines: HELLO [UserName], MY NAME IS DOCTOR SBAITSO. I AM HERE TO HELP YOU. SAY WHATEVER IS IN YOUR MIND FREELY, OUR CONVERSATION WILL BE KEPT IN STRICT CONFIDENCE. MEMORY CONTENTS WILL BE WIPED OFF AFTER YOU LEAVE, SO, TELL ME ABOUT YOUR PROBLEMS. The program was designed to showcase the digitized voices the cards were able to produce, though the quality was far from lifelike. Additionally, there was a version of this program for Microsoft Windows through the use of a program called Prody Parrot; this version of the software featured a more detailed graphical user interface. The text-to-speech was also used as the voice of 1st Prize from the Baldi's Basics series, albeit slowed down. == Commands == If the user submits "HELP", a list of commands will appear. If the user then submits "M", more commands will appear. There are three pages of commands in total, with guidance on how to use each of the features.

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  • Microapp

    Microapp

    A microapp is a super-specialized application designed to perform one task or use case with the only objective of doing it well. They follow the single responsibility principle, which states that "a class should have one and only one reason to change." Micro applications help developers create less complex applications while reducing costs by breaking down monolithic systems into groups of independent services acting as one system. A good example of Microapps would be https://docs.citrix.com/en-us/legacy-archive/downloads/microapps.pdfthat provide single purpose action from Salesforce and over 40 applications on its workspace. == Requirements and characteristics == Microapps usually are accessible on any device, display, or operating system without installation on the viewer's device. To qualify as a microapp, the entity must: be built and deployed as an independent software module bring together various media types into a single experience have advanced security and compliance features be functionally-extensible comply with granular data demands be agnostic single use case oriented Microapps differentiate from traditional web or mobile applications by how the end-user interacts with them. Consequently, they can be embedded in websites or viewed online to bypass app stores and are typically built to provide a focused experience to the user. == Usage == Microapps are typically used for commercial purposes to reduce development costs for projects not requiring the large scope of a traditional web or mobile application. In addition, they are often used to showcase in-depth information or enrich marketing material with interactivity. Lately, micro apps are being used to boost productivity by providing quick tools to people to reuse best practices. Users have been interacting with microapps for a while with suites like Microsoft 365 and Google Workspace, where each one of their end-user services could be considered as a microapp. All these microapps share a unique identity manager to provide a unified user experience. == Benefits == Replacing monolith systems with microapps provide several advantages like: Reduce complexity for developers and users. Smaller, more cohesive, and maintainable codebases Scalable organizations with decoupled, autonomous teams Allows for hyper-specialization Independent deployment Multi-stack == Cloud-native microapps == Technologies like Kubernetes, or OpenShift, allow companies to replace their monolith and legacy systems with modular software taking advantage of microapps on reducing costs and improve reliability and security. == Microapps vs. microservices == There is a widespread misunderstanding between these two concepts, which is the key difference. Microservices is an architectural style that is systems-centric, meaning it decouples the presentation and data layer using web services APIs. On the other side, micro apps behave more as a super-architecture style (that embraces microservices among other types), and it is user-centric, meaning they decouple the whole monolith system onto modules that are designed to interact with final users. Both architectural styles rely on modularity to provide high performance, scalability, and resilience. == Considerations == Developing Micro apps requires a different approach than traditional software, and user experience is crucial. The following considerations are essential for switching to microapps. To run multiple microapps is required a single identity management system. Microservices are well suited to make microapps more powerful Apps with different levels of maturity might create a non-unified user experience. Duplication of dependencies can create security issues and inefficiencies. Suitable for well-organized teams

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  • Large language model

    Large language model

    A large language model (LLM) is a neural network trained on a vast amount of text for natural language processing tasks, especially language generation. LLMs can typically generate, summarize, translate and analyze text in many contexts, and are a foundational technology behind modern chatbots. Biased or inaccurate training data can make an LLM's output less reliable. As of 2026, the most capable LLMs are based on transformer architectures, which, according to the 2017 paper "Attention Is All You Need", can be more efficient and parallelizable than earlier statistical and recurrent neural network models. Benchmark evaluations for LLMs attempt to measure model reasoning, factual accuracy, alignment, and safety. == History == Before the emergence of transformer-based models in 2017, some language models were considered large relative to the computational and data constraints of their time. In the early 1990s, IBM's statistical models pioneered word alignment techniques for machine translation, laying the groundwork for corpus-based language modeling. In 2001, a smoothed n-gram model, such as those employing Kneser–Ney smoothing, trained on 300 million words, achieved state-of-the-art perplexity on benchmark tests. During the 2000s, with the rise of widespread internet access, researchers began compiling massive text datasets from the web ("web as corpus") to train statistical language models. Moving beyond n-gram models, researchers started in 2000 to use neural networks as language models. Following the breakthrough of deep neural networks in image classification around 2012, similar architectures were adapted for language tasks. This shift was marked by the development of word embeddings (e.g., Word2Vec by Mikolov in 2013) and sequence-to-sequence (seq2seq) models using LSTM. In 2016, Google transitioned its translation service to neural machine translation (NMT), replacing statistical phrase-based models with deep recurrent neural networks. These early NMT systems used LSTM-based encoder-decoder architectures, as they preceded the invention of transformers. At the 2017 NeurIPS conference, Google researchers introduced the transformer architecture in their landmark paper "Attention Is All You Need". This paper's goal was to improve upon 2014 seq2seq technology, and was based mainly on the attention mechanism developed by Bahdanau et al. in 2014. The following year in 2018, BERT was introduced and quickly became "ubiquitous". Though the original transformer has both encoder and decoder blocks, BERT is an encoder-only model. Academic and research usage of BERT began to decline in 2023, following rapid improvements in the abilities of decoder-only models (such as GPT) to solve tasks via prompting. Although decoder-only GPT-1 was introduced in 2018, it was GPT-2 in 2019 that caught widespread attention because OpenAI claimed to have initially deemed it too powerful to release publicly, out of fear of malicious use. GPT-3 in 2020 went a step further and as of 2025 is available only via API with no offering of downloading the model to execute locally. But it was the consumer-facing chatbot ChatGPT in late 2022 that received extensive media coverage and public attention by 2023. The 2023 GPT-4 was praised for its increased accuracy and as a "holy grail" for its multimodal capabilities. OpenAI did not reveal the high-level architecture and the number of parameters of GPT-4. The release of ChatGPT led to an uptick in LLM usage across several research subfields of computer science, including robotics, software engineering, and societal impact work. In 2024, OpenAI released the reasoning model OpenAI o1, which generates long chains of thought before returning a final answer. Many LLMs with parameter counts comparable to those of OpenAI's GPT series have been developed. Since 2022, weights-available models have been gaining popularity, especially at first with BLOOM and LLaMA, though both have restrictions on usage and deployment. Mistral AI's open-weight models Mistral 7B and Mixtral 8x7B have a more permissive Apache License. In January 2025, DeepSeek released DeepSeek R1, a 671-billion-parameter open-weight model that performs comparably to OpenAI o1 but at a much lower price per token for users. Since 2023, many LLMs have been trained to be multimodal, having the ability to also process or generate other types of data, such as images, audio, or 3D meshes. Open-weight LLMs have become more influential since 2023. Per Vake et al. (2025), community-driven contributions to open-weight models improve their efficiency and performance via collaborative platforms such as Hugging Face. == Dataset preprocessing == === Tokenization === As machine learning algorithms process numbers rather than text, the text must be converted to numbers. In the first step, a vocabulary is decided upon, then integer indices are arbitrarily but uniquely assigned to each vocabulary entry, and finally, an embedding is associated with the integer index. Algorithms include byte-pair encoding (BPE) and WordPiece. There are also special tokens serving as control characters, such as [MASK] for masked-out token (as used in BERT), and [UNK] ("unknown") for characters not appearing in the vocabulary. Also, some special symbols are used to denote special text formatting. For example, "Ġ" denotes a preceding whitespace in RoBERTa and GPT and "##" denotes continuation of a preceding word in BERT. For example, the BPE tokenizer used by the legacy version of GPT-3 would split tokenizer: texts -> series of numerical "tokens" as Tokenization also compresses the datasets. Because LLMs generally require input to be an array that is not jagged, the shorter texts must be "padded" until they match the length of the longest one. ==== Byte-pair encoding ==== As an example, consider a tokenizer based on byte-pair encoding. In the first step, all unique characters (including blanks and punctuation marks) are treated as an initial set of n-grams (i.e. initial set of uni-grams). Successively the most frequent pair of adjacent characters is merged into a bi-gram and all instances of the pair are replaced by it. All occurrences of adjacent pairs of (previously merged) n-grams that most frequently occur together are then again merged into even lengthier n-gram, until a vocabulary of prescribed size is obtained. After a tokenizer is trained, any text can be tokenized by it, as long as it does not contain characters not appearing in the initial-set of uni-grams. === Dataset cleaning === In the context of training LLMs, datasets are typically cleaned by removing low-quality, duplicated, or toxic data. Cleaned datasets can increase training efficiency and lead to improved downstream performance. A trained LLM can be used to clean datasets for training a further LLM. With the increasing proportion of LLM-generated content on the web, data cleaning in the future may include filtering out such content. LLM-generated content can pose a problem if the content is similar to human text (making filtering difficult) but of lower quality (degrading performance of models trained on it). === Synthetic data === Training of largest language models might need more linguistic data than naturally available, or that the naturally occurring data is of insufficient quality. In these cases, synthetic data might be used. == Training == An LLM is a type of foundation model (large X model) trained on language. LLMs can be trained in different ways. In particular, GPT models are first pretrained to predict the next word on a large amount of data, before being fine-tuned. === Cost === Substantial infrastructure is necessary for training the largest models. The tendency towards larger models is visible in the list of large language models. For example, the training of GPT-2 (i.e. a 1.5-billion-parameter model) in 2019 cost $50,000, while training of the PaLM (i.e. a 540-billion-parameter model) in 2022 cost $8 million, and Megatron-Turing NLG 530B (in 2021) cost around $11 million. The qualifier "large" in "large language model" is inherently vague, as there is no definitive threshold for the number of parameters required to qualify as "large". === Fine-tuning === Before being fine-tuned, most LLMs are next-token predictors. The fine-tuning shapes the LLM's behavior via techniques like reinforcement learning from human feedback (RLHF) or constitutional AI. Instruction fine-tuning is a form of supervised learning used to teach LLMs to follow user instructions. In 2022, OpenAI demonstrated InstructGPT, a version of GPT-3 similarly fine-tuned to follow instructions. Reinforcement learning from human feedback (RLHF) involves training a reward model to predict which text humans prefer. Then, the LLM can be fine-tuned through reinforcement learning to better satisfy this reward model. Since humans typically prefer truthful, helpful and harmless answers, RLHF favors such answers. == Architecture == LLMs are generally based on the tra

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