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Just now, the Gemini 3.1 Pro was released! Tsinghua University’s Yao Shunyu promoted it, and Karpathy said: “The era of app stores is over.”

Having just experienced the most embarrassing moment at the AI ​​Summit in India, Google CEO Sundar Pichai turned around and officially announced the latest model, Gemini 3.1 Pro, early this morning.

The timing was impeccable, incredibly precise (doge).

▲The CEOs of OpenAI and Anthropic refused to shake hands during a photo session, instead raising their fists.

Although it's only been a few days since the Gemini 3 Deep Think update last week, Google has made the positioning of the 3.1 Pro very clear—it's designed for tasks where "a simple answer is far from enough," serving as a foundational base for solving complex problems.

As is customary, a version 0.1 update usually means minor tweaks. However, on the ARC-AGI-2 benchmark, which tests a model's ability to solve entirely new logical patterns, the 3.1 Pro achieved 77.1%, more than double that of the previous generation 3 Pro (31.1%), and also outperformed Anthropic's Opus 4.6 (68.8%) and OpenAI's GPT-5.2 (52.9%).

In other areas, the GPQA Diamond score for scientific knowledge was 94.3%, while the MCP Atlas and BrowseComp benchmarks for intelligent agents scored 69.2% and 85.9%, respectively.

In terms of programming capabilities, the competitive programming benchmark LiveCodeBench Pro achieved an Elo score of 2887, surpassing the 3 Pro's 2439 and GPT-5.2's 2393. On SWE-Bench Verified, the 3.1 Pro scored 80.6%, essentially matching the Opus 4.6's 80.8%.

Of course, the 3.1 Pro isn't perfect in every aspect.

In the multimodal benchmark MMMU Pro, the previous generation 3 Pro actually slightly outperformed (81.0% vs 80.5%); in Humanity's Last Exam with tool support enabled, Opus 4.6 took first place with 53.1%. Google's tools have long been criticized for being less efficient than its competitors, and this time it still hasn't completely silenced those critics.

Artificial Analysis, a well-known third-party analysis firm, gave a fairly objective evaluation.

The 3.1 Pro ranked first in their intelligence index, scoring 4 points higher than Opus 4.6; the entire test used approximately 57 million tokens, and the cost to complete the test was less than half that of Opus 4.6. Highly capable and cost-effective, this combination is quite appealing.

Jeff Dean, chief scientist at Google DeepMind, also shared an application that uses the 3.1 Pro to simulate urban planning and design new cities, generating an interactive planning interface demo from scratch.

Google's official blog showcased several more everyday applications. Regarding code animation, 3.1 Pro can directly generate dynamic SVGs based on text prompts. Because it's generated purely from code rather than pixels, it maintains its quality regardless of scaling, and the file size is significantly smaller than traditional videos.

In terms of complex systems, the model directly accesses publicly available telemetry data streams, creating a space instrument panel that tracks the International Space Station's orbit in real time.

Even more interesting are the two creative demos.

One is a 3D starling flock simulation, which not only generates visual code, but also supports gesture control of the flock, and is equipped with generated music that changes dynamically with the flock.

Another approach is to transform the literary atmosphere of "Wuthering Heights" into a modern personal website. Instead of simply summarizing the plot, the model analyzes the overall tone of the novel and designs an interface style that matches the protagonist's temperament.

In addition, netizens have contributed many impressive examples. One user had Google 3.1 Pro generate a dynamic SVG loop animation of a "ghost hunter traveling through a haunted house," and the result was so stunning that the user commented, "Google is serious this time."

Some netizens also believe that the interactive animation of the seed breaking through the soil, the roots extending, the stem sprouting, the leaves unfolding, and finally growing into a complete tree is so smooth and natural that they say it is the best similar effect they have ever seen.

Yao Shunyu, a Tsinghua University physics department special award winner who switched from Anthropic to Google DeepMind last year, also endorsed Gemini, saying, "Gemini is not only an excellent model, but even better models are coming in an unstoppable way."

Of course, all these demos together are talking about the same thing: the things that models can do have expanded from simply answering questions to completing a whole set of professional or creative workflows.
In terms of pricing, API is tiered and remains consistent with the previous generation 3 Pro, but it is still relatively cheaper than the Anthropic Opus series.

For tokens under 200,000, the input is $2 per million tokens, and the output is $12. For tokens over 200,000, the input increases to $4, and the output is $18. The search function is free for the first 5,000 searches per month, and then costs $14 for every 1,000 searches thereafter.

Developers can now use AI Studio, Gemini API, Gemini CLI, the Google Antigravity intelligent agent development platform, and Android Studio; enterprise users can use Vertex AI and Gemini Enterprise; and general users can use Gemini applications and NotebookLM, the latter being available only with Pro and Ultra subscriptions.

It's worth noting that version 3.1 Pro is currently only a preview version. Google will most likely continue to refine the intelligent agent workflow before releasing the official version, showing the outside world that it hasn't gone all out yet.

As for what would happen if this capability permeated to the individual level, it reminds me of a tweet just posted by OpenAI co-founder Andrej Karpathy:

He aims to lower his resting heart rate from 50 to 45 within 8 weeks by setting a Zone 2 aerobic exercise goal, combined with one HIIT session per week. To track his progress, he spent an hour creating a custom dashboard using Vibe Coding.

The process was more complicated than expected. Claude needed to reverse engineer the Woodway treadmill's cloud API, extract the raw data, process and filter it, and build the web front-end interface. There were also bugs that needed to be manually discovered and fixed, such as the mixing of metric and imperial units and mismatched calendar dates.

Karpathy's observation was sharp: two years ago this would have taken 10 hours, now it takes 1 hour. But what he cared more about was that it should have only taken 1 minute.
His assessment is that the app store model is becoming obsolete.

A custom tool with 300 lines of code and an LLM library generated in seconds doesn't need to be a proper app for you to search and download. He also pointed out an industry problem: 99% of products still lack native AI CLIs and are still maintaining human-readable front-end interfaces instead of providing APIs that are easy for agents to call.

The Woodway treadmill is essentially a sensor, yet it still requires an LLM to reverse engineer it, which is completely unnecessary.

Comparing Jeff Dean's urban planning demo with Karpathy's running dashboard reveals two sides of the same coin. The era where ordinary people can create a highly customized tool for themselves in just one hour—comprised of AI-native sensors and actuators, orchestrated by an LLM (Local Management Model), and spontaneously generated into a highly customized application—is already within reach.

Official blog attached:
https://blog.google/innovation-and-ai/models-and-research/gemini-models/gemini-3-1-pro/

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Just now, OpenAI’s complete hardware suite was revealed! Smart speakers with built-in cameras and facial recognition for shopping – ChatGPT is coming to your home!

According to The Information, OpenAI is developing a smart speaker equipped with a camera that supports facial recognition similar to Apple's Face ID. In the future, you might be able to complete shopping payments simply by "looking" at the screen; similar functionality is already available in smart glasses like Xiaomi's Rokid.

While Apple and Meta are putting AI into wearable devices such as glasses, watches, and pendants, OpenAI is trying to put a camera into a speaker, which can "see" you and your surroundings. AI's understanding of you will also extend from language to behavior. Your daily routine, habits, and emotional state will all allow AI to understand and piece together a true picture of you.

▲Product concept image, generated by Nano Banana Pro

APPSO will first give you a quick overview of the core information about the OpenAI smart speaker.

  • Price: $200-$300 (approximately RMB 1450-2200)
  • Release date: Earliest February 2027
  • Core features: Camera-based ambient awareness, Face ID-level facial recognition, and voice shopping.
  • Design Team: Jony Ive's LoveFrom + OpenAI Hardware Team
  • Product portfolio: Smart speaker debuts, followed by smart glasses and smart lights.

Would you dare use a smart speaker that "has eyes"?

The smart speaker category, from Amazon Echo to Apple HomePod, has been surging for almost a decade. However, the "intelligence" of these devices often remains at the level of "understanding keywords," falling far short of true "comprehension."

OpenAI's solution is simple and straightforward: give it eyes.

The smart speaker has a built-in camera that can recognize your surroundings, such as what's on your table or what people are talking about. It also supports facial recognition similar to Face ID, allowing you to complete purchases simply by scanning your face. This "what you see is what you get" shopping experience is something that current smart speakers on the market cannot yet provide.

Combined with ChatGPT's shopping feature launched last year—where users can complete the entire process from product selection to order placement within a chat window—this facial recognition purchase feature is expected to directly serve the closed loop of "AI as the shopping portal," becoming the first checkpoint in the consumer decision-making chain.

Barring unforeseen circumstances, this will also pose a significant challenge to the existing traffic distribution logic: Google has enjoyed advertising dividends for two decades through search, e-commerce platforms have built a huge ecosystem based on shelf logic, and OpenAI wants to insert a new decision-making level between these two.

Furthermore, this smart speaker can continuously observe and determine the user's status—for example, if it detects that you're staying up all night before an important meeting, it will proactively remind you to go to bed earlier. In this way, the smart speaker's positioning transforms from a smart home product into an AI-powered central control system.

However, the boundaries of privacy in this round-the-clock data collection may only be answered when OpenAI officially releases its product.

To purchase this product, you'll have to wait a while. The first device won't ship until February 2027 at the earliest. Other products, such as the glasses, will be even slower, with mass production expected in 2028. As for the smart desk lamp, a prototype exists, but whether it will actually be released remains uncertain.

The OpenAI hardware team is packed with high-quality content.

OpenAI's hardware ambitions are evident in its team size: a full 200 people, and still expanding rapidly. Even more exciting is the fact that former Apple Chief Design Officer Jony Ive is personally overseeing product design for OpenAI.

This team is extremely high-caliber, led by Vice President Peter Welinder, who previously headed OpenAI's new product exploration team. Core members include:

  • Tang Tan: A 25-year veteran of Apple, he served as the head of product design for the iPhone and Apple Watch, reporting directly to John Ternus, Apple's head of hardware. He is considered a key figure in translating Jony Ive's design philosophy into mass-producible products.
  • Evans Hankey: Former head of industrial design at Apple, who succeeded Jony Ive in leading Apple's design team, and is currently the head of industrial design at OpenAI.
  • Scott Cannon: Head of Supply Chain
  • Adam Cue: Son of Eddy Cue, Apple's head of services, responsible for developing the software that powers future OpenAI devices.
  • Ben Newhouse: Head of Product Research, working on rewriting OpenAI's infrastructure to accommodate audio AI.
  • Atty Eleti: Responsible for device privacy-related engineering work.

Although Jony Ive did not join OpenAI directly, he had the final say on the design and reportedly appeared weekly in their downtown San Francisco office. An employee revealed that team discussions often revolved around "what Jony would want."

However, Jony Ive's collaboration with OpenAI has not been without its challenges. According to two sources familiar with the matter, some OpenAI employees complained about LoveFrom's slow pace of design revisions and its limited sharing of its new design conceptualization process. This secrecy and relentless pursuit of design perfection are typical of Apple—where many of the team's employees and leadership come from.

To maintain this operational model, OpenAI's devices team is separate from the rest of the company. Although OpenAI is headquartered in Mission Bay, the devices team works in an office near Jackson Square in downtown San Francisco, not far from LoveFrom's offices.

OpenAI's talent acquisition methods are also "simple and brutal"—offering employees stock options worth over $1 million, far exceeding Apple's standard compensation. According to The Information, OpenAI has already poached more than 20 top hardware experts from Apple this year, and that number is expected to be almost zero in 2023.

Apple is clearly getting restless. According to sources, Apple abruptly canceled its annual closed-door meeting in China last year—a meeting typically where executives present future product plans to employees. The reason given for the cancellation was: "To prevent more executives from jumping ship to OpenAI."

How things work internally is a matter for execution. But one thing was never in doubt from the beginning—OpenAI had to do the hardware.

Apple's $20 billion annual revenue from software has proven that AI is a good business, but for AI to truly become an infrastructure like water, electricity, and gas, a physical entry point is necessary. The smartphone route is not viable—Apple's ecosystem moat cannot be easily breached by a new AI product, and other smartphone manufacturers are also fully committed to AI and will not relinquish their prime hardware market share.

Of course, the more fundamental problem is that the form factor of a mobile phone may not be suitable as a host for AI.

When AI is intelligent enough, it shouldn't be confined to a rectangular glass screen; it should be ubiquitous. Therefore, starting with products that offer a stronger sense of companionship, such as speakers, glasses, and even desk lamps, is OpenAI's only and most logical choice. And perhaps the seeds of this were already sown in ChatGPT's product design direction.

Unlike AI companies like Anthropic that focus on enterprise services, OpenAI has had a strong ToC gene from the beginning—ChatGPT is not just a tool; it has emotions, memories, and empathy. Sam Altman has been working to make it more like a "person."

The logic behind this is now quite clear: you wouldn't want to put a cold, impersonal AI assistant in your bedroom; but an AI that understands you, remembers your habits, and cares about whether you've slept well is qualified to live in your life.

OpenAI's hardware landscape emerges.

Smart speakers are just one part of OpenAI's hardware ecosystem. OpenAI has previously been reported to be developing various forms of hardware, including smart glasses, smart lights, and even wearable pins. Among these, smart glasses may not be ready for mass production until 2028—a timeframe that coincides with Apple's rumored AI glasses release.

OpenAI Hardware Product Line (Compiled by APPSO based on leaked information)

  • Smart speaker (codename unknown): First product, $200-$300, shipping in February 2027.
  • AI Earphones (codename Dime/"Sweet Pea"): Shaped like a metallic pebble, with capsule-shaped earbuds placed behind the ears, featuring a 2nm chip.
  • Smart glasses: Mass production in 2028, directly competing with Meta Ray-Ban and Apple N50.
  • Smart light: Prototype ready, release date to be determined.
  • AI Pen: A "Pocket Device" Hinted At Multiple Times by Sam Altman

It's worth noting that OpenAI's hardware strategy appears to have been adjusted. The previously rumored AI headphone project, "Dime," was originally planned as a versatile "smartphone-like" device, equipped with a 2nm smartphone-grade chip. However, due to high costs caused by HBM memory shortages, OpenAI was forced to adjust its strategy—first releasing a "crippled" version with only audio functions, and then releasing a high-end version once costs decreased.

This "first secure a foothold, then refine" strategy is not uncommon in the hardware industry. For OpenAI, there's no baggage like with Apple; they don't need to polish their products to perfection before launching them to the market. Even if their first product isn't amazing, this is a consistent style for product launches in the AI ​​industry.

In addition to poaching people from Apple, OpenAI has also set its sights on the supply chain that Apple has spent decades building.

According to sources, Luxshare Precision, a major Chinese manufacturer of iPhones and AirPods, has secured an assembly contract for at least one OpenAI device. Goertek, which assembles AirPods, HomePod, and Apple Watch, is also in talks with OpenAI to provide components such as speaker modules for future products.

In an interview, Sam Altman mentioned OpenAI's hardware vision: "Smartphones are like Times Square, bombarding you with information and crushing your attention. What OpenAI wants to do is create a 'lakeside cabin'—allowing you to close the door and block out the noise when you need to focus."

His core logic is that AI hardware is not meant to replace mobile phones, but rather to fill the gaps in scenarios where it's "inconvenient to take out a phone" or "requires deep concentration." From this perspective, devices like smart speakers and AI pens, which "don't look out of place on a table," are indeed more user-friendly than AI pendants that you wear 24/7.

But visions are one thing, reality is another. OpenAI isn't the first company to try to redefine human-computer interaction with AI hardware. The sales of these "trendy AI hardware" products, such as Human Pin, Rabbit R1, and Friend AI pendant, have also been disappointing.

Previously, many AI hardware devices often addressed "pseudo-needs"—what they could do, smartphones could basically do too, and smartphones could do it better. Changing consumers' nearly two-decade-old screen interaction habits and getting them to accept an "invisible and intangible" AI assistant is no small challenge.

OpenAI faces not only the challenge of educating the market, but also the encirclement and suppression by industry giants.

According to Bloomberg reporter Mark Gurman, Apple is accelerating the development of three new AI wearable devices: the N50 smart glasses, a wearable pendant, and camera-enabled AirPods, all built around the Siri digital assistant and using the camera to obtain visual context to perform various operations.

In 2026, OpenAI will face an extremely competitive environment, whether for large-scale AI products or emerging hardware products.

Even so, OpenAI may still bring about some changes, or even a watershed moment, to the AI ​​hardware industry.

It boasts the most prestigious Apple team, the most radical product definition, and ChatGPT, the world's number one AI product in terms of market share. However, OpenAI also faces the common dilemma of all AI hardware: how to prove that AI + hardware brings about a qualitative change in the experience, rather than just another reason to sell products at higher prices.

Authors: Li Chaofan, Mo Chongyu

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Electrostatic actuators for space: University of Trento develops lightweight, compact, vacuum-compatible “artificial muscles.”

The Department of Industrial Engineering at the University of Trento has developed new lightweight and compact electrostatic actuators for space applications, in collaboration with the Scuola Superiore Sant'Anna in Pisa and the Italian Institute of Technology. The results have been published in Nature Communications.

Actuator systems for extraterrestrial environments: project objectives and context

Within the research project Fleap – Fluid gap Electro-Active-Polymer machines , funded by an ERC Starting Grant , a team from the University of Trento has contributed to the creation of a new generation of thin-film electrostatic actuators , designed to operate in extreme conditions such as those of space missions .

These devices, measuring just a few centimeters in size and weighing just a few grams, are capable of lifting loads hundreds of times greater than their own . According to researchers, their characteristics make them suitable for use in orbital robots, planetary exploration systems, mobile satellite systems, and space telescopes .

The development was conducted in collaboration with the Italian Institute of Technology and the Institute of Mechanical Intelligence of the Scuola Superiore Sant'Anna in Pisa, under the supervision of Giacomo Moretti , associate professor at the University of Trento.

Structure and operation of actuators

The devices produced are electrostatic actuators consisting of:

  • Flexible insulating polymers , already used in high-voltage electronics
  • Conductive metal layers of nanometer thickness , which act as electrodes
  • Vacuum cavities , which reproduce the typical atmosphere of extraterrestrial environments

The application of an electrical voltage induces controlled deformations in the device structure, thanks to the electrostatic behavior of the surfaces. The cavities compress under the effect of the electrostatic force, producing linear movements similar to those of a muscle .

According to Moretti, the new actuators offer advantages over conventional electric motors , in particular:

* no overheating , as operation is based on static charges and not on direct currents;
* absence of gears to obtain linear movements;
* compatibility with high vacuum environments , without the need for lubricants.

Space applications and verified performance

Experimental tests carried out at the laboratories of the Scuola Superiore Sant'Anna have shown that the actuators:

  • they generate forces that are significant in relation to their mass ;
  • they have a high power-to-weight ratio ;
  • maintain low energy consumption ;
  • they are compatible with the materials and regulations for space .

Moretti highlights how the absence of an atmosphere in orbit allows for rapid movements while eliminating friction and heat dissipation. The actuators' construction involved several phases: the first production step in Trento (fabrication of the functional layers) and the final assembly in Pisa , where validation with mechanical interfaces also took place.

Contribution from the University of Trento laboratory

The Electroactive Soft Transducers Lab Trento , active within the Department of Industrial Engineering, has curated:

  • the conceptualization of the test bench to simulate vacuum conditions;
  • the development of space-compatible manufacturing procedures ;
  • the design of mechanical interfaces to test applications such as gripping and manipulation.

Daniele Bortoluzzi , an expert in space systems testing, and Moretti himself, who works on electrostatic actuators and advanced robotics, also participated in the work.

Development prospects and project continuity

The Fleap project, launched in January 2025, is funded with a five-year ERC Starting Grant and aims to develop active polymer electrostatic machines for advanced applications, not only in space but also in medical robotics and microautomation.

The publication of the results in Nature Communications strengthens the scientific value of the adopted approach and opens the possibility of integrating these actuators into complex robotic systems , where the needs of lightness, compactness and reliability are central.

According to an official press release from the University of Trento, the ongoing work is part of a broader research line focused on high-performance electromechanical transduction for extreme environments, with a growing focus on the development of intelligent components for spacecraft and advanced observation instruments.

The article "Electrostatic Actuators for Space: University of Trento Develops Lightweight, Compact, and Vacuum-Friendly "Artificial Muscles" was published on Tech | CUENEWS .

I’ve gotten so used to this 1000 RMB/year input method that I can’t go back to typing; I can never go back to just typing. | AI Gadgets

Editor's Note:
When AI begins to search for its own shape, some of its choices are unexpected.
AI has given rise to a dedicated button on smartphones, seemingly rekindling their long-lost evolutionary drive. Glasses, with their natural access to sight and hearing, are beginning to resemble the next generation of personal terminals. Some small, focused devices seem more reliable than all-in-one devices at certain moments. Meanwhile, radical attempts to replace smartphones with disposable devices have met with a cold reception.
The implementation of technology is never just about stacking up functions; it's also about people's habits, the fit of scenarios, and the redefinition of "easy to use".
iFanr launches the "AI Gadgets Chronicle" column, aiming to explore with you how AI is changing hardware design, reshaping human-computer interaction, and, more importantly, how AI will enter our daily lives.

I find it difficult to fit Typeless into the software categories I'm familiar with.

It's completely different from traditional input methods—the keyboard is almost invisible in the interface, with the most prominent feature being a voice button. It's also quite different from those input methods that claim to be "AI-powered," which tend to cram features all over the homepage. Typeless, on the other hand, has very few features, as if it deliberately turned a multiple-choice question into a fill-in-the-blank one.

This nonconformity brings up a key word: crossing the line.

Input methods were originally designed to facilitate communication between people, with a clear goal—faster typing and more accurate word selection. Typeless pushes the boundaries further, focusing on organizing the needs of natural language expression in a well-organized manner. It refines language into ideas, or rather, it extracts the true intent from a sentence and then writes that intent into a directly usable text.

The input has changed. It's no longer just written for people, but more for models.

A thinking input method

I first realized that it "could think" in the most ordinary oral accounts.

When speaking, it tends to go around in circles, add details, repeat, and use many filler words. Typeless's output is more like a version that has been thought through before being written down—sentences are shorter, information is more focused, and the tone is more restrained. It doesn't obsess over recording every syllable spoken, but rather focuses on what it wants to express.

▲ The spoken content was transcribed by Typeless

The difference becomes even more apparent when you change your mind at the last minute. Traditional dictation piles all the self-corrections onto the screen, leaving many intermediate states. Typeless is more like folding up the intermediate states, leaving only the final "final draft". What appears on the screen is not the process, but the result.

When you need to break down an idea into items, you have to speak it out first and then format it yourself using a regular input method. Typeless, on the other hand, often presents the structure automatically, making the logical order clearer and the paragraph boundaries cleaner. It's like casually organizing your notes.

"Speak and revise" is another usage. After you finish speaking, add a rewriting request—more restrained, more formal, shorter, or change the tone to that of an email—and it will directly adjust the original text. There's no need to stop to select words, delete sentences, or rewrite the beginning; just continue to state your intention to revise.

Translation is also a frequent application. When switching between Chinese and English is required, it integrates translation into the input process. Even more convenient is its tone handling; it avoids translating sentences like an instruction manual, maintaining a more natural, everyday communication style.

Not comfortable speaking loudly in the office or during your commute? It offers a mode for quiet input. Voice input has often been limited by the "occasion," and this kind of adaptation determines whether it can actually be used, rather than just performing well in a quiet room.

Frequently used expressions can also be made into shortcuts—a fixed-format confirmation message, a commonly used work reply. Typeless is more like making these things into callable blocks, reducing repetitive work. Input methods change from "typing" to "scheduling".

These experiences boil down to one point: Typeless is always thinking. It digests jumbled spoken language and then outputs more organized written words. It doesn't strive to completely replicate the entire speaking process; it organizes genuine thoughts.

This is what makes it so unique.

New species of AI devices

When discussing AI products, we are more accustomed to seeing new attempts at combining hardware and software—smart glasses, AI headphones, and beanbag phones—which redefine the form and interaction methods of hardware in new scenarios. Typeless takes a different path.

It is a pure software tool, but it is still essentially an extension of hardware.

From typewriters to keyboards, and then to input methods, this line of thought has always been present. Typewriters transformed handwriting into mechanical keystrokes, keyboards transformed those keystrokes into electrical signals, and input methods transformed those electrical signals into character selection. Each evolution adds a more efficient translation mechanism between humans and text.

Typeless continues this logic, but adds a new element—AI is no longer just an aid in character selection or error correction; it becomes the core of the input process.

Traditional input methods focus on "typing out characters," with efficiency measured by the number of keystrokes, word selection accuracy, and response speed. However, in the model-driven era, the real time-consuming part isn't clearly explaining the requirements the first time, but rather the subsequent iterative revisions. Each change involves a multitude of details—tone, structure, the degree of deletion and modification, and the order of information—each requiring back-and-forth adjustments. The cost of human communication rapidly escalates at this stage.

Typeless solves this problem.

It makes the process of "say a sentence – revise it – say another sentence – revise it again" smooth, completing ten rounds of adjustments consecutively within five to ten minutes. The results of each round are immediately visible, allowing you to move on to the next round immediately. Input no longer ends with "finishing typing all the characters," but rather with "the text entering a state ready for further processing."

A new "precise input" feature has emerged here.

When typewriters and keyboards were invented, they pointed precisely to a single word or sentence. In the AI ​​era, input has become longer, the context has become richer, and the frequency of communication has increased. Today's precision is more like controlling an extremely long context: segmenting it as desired, or writing it continuously; shortening a sentence, or expanding a paragraph; requiring it not to be divided into bullet points, or breaking the logic into several lines.

As the object of control changes, the responsibilities of the input method also change.

This is also the meaning of "input method for AI".

▲ Prompt is a transliteration of Typeless.

Typeless doesn't focus on the emotional tension of social expression; it's better suited for delivering needs to a model and then consolidating the model's output into usable text. It enhances the efficiency of communication between humans and AI. The business model aligns with this approach—a minimalist interface, no ads, and a payment method that resembles "paying for results." Subscribers have unlimited access, while non-subscribers have a fixed weekly allowance. The more the product is used, the easier it is to measure its value.

Put it back into the context of domestic input methods, and the comparison will be clearer.

Old-school input methods, exemplified by Sogou, can now be labeled "AI" and offer a host of AI features. However, they remain essentially the same products—the keyboard is still there, as are the ads and feature labels. Input methods are forced to handle too many tasks unrelated to input, easily diluting their efficiency.

▲ Sogou AI Input Method

Another category is the extension of AI tools, such as Doubao or WeChat keyboard. These are more like stuffing existing AI capabilities into the keyboard, creating an entry point. Entry points are certainly useful, but entry points are not the same as tools. Entry points solve the problem of "where to use AI," while Typeless is more concerned with "how to use AI more accurately."

▲ The left side shows dictation using Doubao Input Method, and the right side shows dictation using Typeless Input Method.

A true AI input method serves a different target audience. It primarily facilitates high-frequency communication with models, precise control within long contexts, and iterates through revisions until the final result is implemented. It doesn't need to create a bustling marketplace; it simply needs to streamline the most challenging环节 (link/process).

It also has side effects. When communicating with colleagues, it can sometimes sound too clean, as if all the nuances of tone have been removed. The other person might feel it lacks humanity. In such situations, they might switch back to a regular input method, manually type a few more colloquial sentences, add an emoji, or a meaningless laugh. This isn't a problem with Typeless, but rather its true place—its most natural use case is communicating with AI, not casual conversation with people.

▲ Sending it to a colleague feels a bit like being a "human-machine" interaction.

The input method market has always been a brutal arena. Usability everywhere also means it will be scrutinized everywhere. Every lag, every misjudgment, every privacy concern directly impacts its survival. Typeless aims to prove not "how powerful its model is," but "whether everyday input truly becomes faster, more accurate, and more convenient."

As communication between humans and AI becomes routine, input methods may become the most subtle yet core interface. Their role is not to write everything for the user, but to organize spoken information into more controllable and iterative text, transforming "multiple rounds of editing" from a burden into a natural process.

Whether such products can ultimately gain a foothold depends on two things: first, whether they can remain stable in all the fragmented scenarios, and second, whether they can make "paying for results" a matter of course.

There has never been a middle ground in the input layer—it either integrates into habits or is quickly replaced. As a new milestone in the evolution of AI products, Typeless has positioned itself on that narrower and steeper road.

One more thing: How we "sprayed" out an article with our mouths

The text above, and the text below, were all completed verbally, with instructions given to tools such as Typeless, ChatGPT, and Claude; not a single word was typed by hand.

In the past, it would have taken at least two hours to write an article like this, but now it only took 30 minutes.

Let me first introduce the specific details of this product. The Typeless App supports iOS and Android mobile devices, as well as Windows and Mac desktop computers.

The free plan offers 4,000 words of transcription per week; while the paid plan has no word limit, costing $30 per month, $60 per quarter, and $144 per year.

This price isn't cheap, but it aligns well with the results-oriented "pay-to-deliver" model of the AI ​​era. Even free users won't encounter ads or too many restrictions; the main difference is simply the number of words transcribed.

In fact, Typeless is not much like an "input method". It has no traditional keyboard at all, only a few keys, not to mention AI meme-making or emoji functions. It only does its job of "speech-to-text".

I really like Typeless's global integration across devices—it's an input method on phones and hotkeys on computers, allowing it to be used across applications like an AI assistant. This is a level of detail that ChatGPT can't provide.

The whole process was quite interesting. At first, we just wanted to test the writing process using Typeless and ChatGPT, but as the conversations deepened and the draft was polished, we finally produced an article with a clear viewpoint, which was not only fluent but also had very little AI influence.

Initially, we shared some preliminary ideas, our views on the Typeless product, and some points to note regarding data collection and writing. These "stream of consciousness" were organized into clear text by Typeless and used directly as prompts for ChatGPT.

ChatGPT's first draft lacked information, had an incorrect structure, and used flat, AI-like language; it was far from being a good article. Normally, providing detailed revision suggestions would require a significant amount of writing and new prompts.

▲ Prompt is a transliteration of Typeless

But now we have Typeless. As long as we turn on the dictation, we can give feedback sentence by sentence from beginning to end, and add corresponding viewpoints and narratives based on the text.

▲ Prompt is a transliteration of Typeless

We need to provide as much detail as possible. For example, when comparing Typeless with Sogou, Doubao, and WeChat input methods, we need to emphasize the differences between these products so that AI can highlight the advantages of Typeless when writing.

▲ Prompt is a transliteration of Typeless

After several rounds of revisions, the content generated by ChatGPT is relatively complete. At this point, we can switch to Claude for polishing.

We first fed Claude several articles on new AI hardware written by iFanr, allowing it to fully learn our writing style and revise ChatGPT's draft accordingly.

Claude's initial draft still has room for improvement. At this point, we can continue to use Typeless to relay some more detailed modification suggestions until we are satisfied.

▲ Prompt is a transliteration of Typeless

In fact, the amount of text we talk about with Typeless may actually be larger than the final draft, but the efficiency of output is greatly improved, and the process is much easier than simply writing.

In the AI ​​era, typeless technology should be "ubiquitous".

When I first tried Typeless, as someone who isn't used to using language to organize my thoughts and express myself, and who doesn't need to write long paragraphs to express my ideas, I felt that it wasn't suitable for me. It was more suitable for leaders, mentors, and clients who need to give a lot of feedback every day.

But after further exploration and use, I realized I was still too narrow-minded. In this AI era, Typeless shouldn't just be a standalone app, but rather a ubiquitous "standard feature."

On a smaller scale, "speech-to-text" should not only focus on "accuracy," but also, in the AI ​​era, on "precision." In the future, voice-to-text messages will be concise and refined, instead of a screen full of "uh," "that," and slips of the tongue.

▲ Only 10 words of useful information were conveyed in the 42-second audio recording.

Rather than installing a Typeless app on my parents' phones, I would prefer that similar functionality be integrated directly into WeChat—or rather, that all built-in "voice-to-text" features in all apps should be reworked in a Typeless way.

The greater value lies in the fact that Typeless provides a new possibility for AI interaction.

Even though I write articles every day, my expressive ability often can't keep up with my thoughts. Even when I'm not writing, just using a keyboard to communicate with ChatGPT, many times the spark is extinguished the moment I start typing.

Things become much easier when you start speaking. I don't need to plan the structure beforehand or immediately pick the most precise words; language will "pull" the material out first, and opinions and insights will flow more naturally.

This is like guiding an intern on-site to make revisions; the instructions can be very detailed, down to how each sentence should be implemented—yes, we all have AI as a "service provider."

Expecting AI to generate everything from a single sentence is unrealistic. The information density is too low, making it easy for AI to go off-topic, and the source material is insufficient to support the result. As a result, the finished product is often empty, vague, and abstract. It may appear to be written, but it reads as if no pen had been put into writing.

For AI, "context" largely determines the quality of the generated data. We must "feed" the model a large amount of ideas, viewpoints, and corpora to obtain results that better meet expectations. Why have memory prices surged in the past two years? To run and train AI, a massive amount of context is essential, thus creating a huge demand for memory in the AI ​​industry.

Using Typeless feels more like feeding the AI ​​a richer corpus of language. The generated content is well-founded and the viewpoints are solid. The AI ​​is mainly responsible for turning these fragments into more readable articles.

Therefore, not only WeChat can integrate similar Typeless functionality, but all AI companies can integrate this "AI translation layer" into chatbots to guide users to say more prompts.

Furthermore, as long as users provide enough content to AI, the gap in AI model capabilities will be further narrowed.

▲ An extremely long prompt transcribed using Typeless

Some may be pessimistic about the Typeless-ChatGPT solution, wondering if it means that human creativity will truly disappear in the AI ​​era.

Yes, but not entirely. Typeless can only eliminate the cost and barriers of "writing," but it further highlights the importance of "thought," making human perceptions, viewpoints, and insights the true core of writing.

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With its legendary leader retiring today, Xbox is officially “dead.”

Microsoft's gaming business, which has been in turmoil for several years, is facing another major personnel change today.

Phil Spencer, a legendary executive who joined the Xbox team at its inception and led the company for 12 years, announced his retirement today and will be leaving Microsoft.

He witnessed the birth of the Xbox, helped it through its low point, and ultimately chose to "personally" bring an end to the era of traditional consoles as times turned.

From hardcore gamer to Xbox head

For gamers around the world, the name Phil Spencer is probably familiar, and even somewhat endearing. In the eyes of fans, he is practically the "mascot" of the Xbox brand.

Phil Spencer was born in Washington state in 1968. For the somewhat introverted Spencer, video games became a part of his life at a very young age.

While studying at the University of Washington, Spencer encountered his first "life game"—Robotron 2084. He spent countless nights on the arcade machines at the 7-Eleven convenience store near the school, which led him to the early video game community.

He soon realized that games weren't just for friends. He and his father often played "One-on-One" basketball on the Commodore 64, which was the first time he had played a game with his family.

▲ Image source: YouTube@Polaventris

In 1988, 13 years before the birth of the Xbox, Spencer, who had just turned 20, joined Microsoft. Although he initially held a technical position, he also did project management, business coordination, and other work experiences in addition to writing code, making his work experience quite diverse.

Even with a busy work schedule, Spencer didn't give up his love for games. Soon, his colleagues also discovered that they had such a "game fanatic" around them. Not only did he play "Ultima Online" in the office—Spencer was even a "test server" player of the game—he also frequented arcades on the street.

▲ Genesis the Internet

In 2001, to counter the impact of the PlayStation 2 on gaming and multimedia, Microsoft launched the Xbox console. As a well-known gaming enthusiast, Spencer was quickly transferred to the Xbox division as General Manager of Microsoft Game Studios EMEA (Europe, Middle East, and Africa), responsible for collaborations with game studios such as Rare and Lionhead.

During the Xbox 360 era, he began to integrate content resources and promote the long-term development of proprietary IPs and studios within Microsoft. Classic first-party series such as Gears of War and Halo were projects he spearheaded.

▲ Gears of War Limited Edition Xbox 360

In fact, these early work directions show that Spencer's focus was more on Xbox game content and software services than on Xbox hardware. This orientation completely influenced the brand's direction after he officially took over the Xbox division in 2014.

After the release of the Xbox One, its emphasis on multimedia consumption rather than gaming drew strong dissatisfaction from players. In 2014, Spencer was appointed head of Xbox in a time of crisis, and his first action was to shift the focus back to "gaming": removing mandatory online connectivity, promoting the Xbox compatibility plan, and further strengthening the development of first-party studios.

At the same time, Spencer also conceived the idea of ​​a game rental service.

At that time, streaming services like Netflix and Spotify were beginning to emerge, and Microsoft was also continuously strengthening its cloud service strategy. Spencer and the Xbox division decided to shift their game rental service to a subscription model.

In June 2017, Xbox Game Pass was officially launched, allowing users to download and play games via the cloud, such as on Windows, iOS, and Android, not just Xbox consoles, marking the beginning of a strategic transformation for the entire Xbox brand.

In addition, Spencer spearheaded the 2020 acquisition of Bethesda and the 2023 acquisition of Activision Blizzard. The latter became one of the largest acquisitions in gaming history, making Microsoft's content library unprecedentedly strong. In 2022, Xbox, Bethesda, Activision, Blizzard, King, and other related businesses were officially combined and upgraded to "Microsoft Gaming," with Spencer becoming CEO.

But Spencer failed to lead Microsoft's gaming business to new heights. In the past two years, Microsoft has been plagued by studio closures and layoffs. In its January earnings report, the entire Xbox division saw a 9% year-over-year revenue decline, while hardware revenue plummeted by 32%.

With both the Sony PlayStation 5 and Nintendo Switch selling over 100 million units, the Xbox Series S|X of the same generation is estimated to sell less than 30 million units, making it Microsoft's worst-selling game console.

▲ Spencer and Xbox Series S|X

Xbox Game Pass has become a mainstay of Xbox's revenue. In fiscal year 2025, XGP generated $5 billion in revenue. However, with rising costs and expenses, Microsoft has had to adjust XGP's fees and product mix. January's financial report showed a 5% decline in Xbox game subscription revenue.

At the same time, Microsoft has set a high requirement of 30% profit margin for Xbox, compared to Xbox's profit margin which has fluctuated between 10% and 20% in recent years.

No matter how you look at it, Xbox has reached another low point, only this time the person who saved the company from collapse last time has chosen to leave.

Spencer will continue to serve as an advisor until this summer. As for where the next "hurdle" in this gamer's life will be after 38 years at Microsoft and Xbox, it remains to be seen.

AI-trained successor

For outsiders, Spencer's decision to retire at this time was somewhat unexpected: last summer, Microsoft said that "Spencer will not leave in the short term," and there were also reports that Spencer would stay until at least the next generation of Xbox was released.

Even more intriguing is that Sarah Bond, the Xbox president who was originally regarded by the industry as Spencer's "successor," also announced her resignation at the same time, and will soon leave Microsoft.

Three hours before announcing his resignation, Bond posted a work-related update on LinkedIn, soliciting opinions on Xbox accessibility features, suggesting that his departure was likely a last-minute decision.

The person who succeeded Spencer as CEO of Microsoft Games was a name that most gamers had never heard of before—Asha Sharma.

Before taking over the gaming division, Asha Sharma primarily focused on AI, serving as President of Microsoft Core AI and also holding leadership positions at Meta. Looking at her resume, CEO of Microsoft's gaming division is her first role related to "gaming."

Rather than knowing what makes a game fun, this executive is better at deeply integrating AI into the development process to optimize the entire development process and improve efficiency.

In his first memo, Sharma stated that his first task was to understand how the Xbox business works and protect it.

In addition to promising not to include "soulless AI slop" in Xbox games, Sharma also emphasized his commitment to "the return of Xbox".

She also promoted Matt Booty, who previously headed the Xbox Games studio, to become Microsoft's executive vice president of gaming and chief content officer, where he will be responsible for further integrating game content.

▲ Left: Asha Sharma, right: Matt Booty

Compared to Spencer, who is an avid gamer himself, Sharma's very existence is questionable. This disparity naturally leads to doubts and concerns among gamers, and the sense of identity with console culture is also weakening.

Of course, this doesn't mean the end of the Xbox brand. Just because the executive isn't a gamer doesn't mean she can't run the gaming business well. Nintendo's legendary president, Hiroshi Yamauchi, himself didn't play video games, but under his leadership, Nintendo transformed from a toy company selling playing cards into a dominant force in the video game world.

This AI executive joining Xbox might just inject fresh blood into this crisis-ridden business.

Xbox will return, but it won't be "Xbox" returning.

Under Spencer's leadership, the entire Xbox brand has undergone a complete transformation, shifting from building an ecosystem around console hardware to making the ecosystem ubiquitous through cloud services.

The Halo series, which serves as a stronghold for Xbox, will officially launch on Sony's PlayStation platform this year, signifying that Microsoft has completely abandoned the competitive model of the console wars and that getting more people to play games is more important.

Compared to the Xbox Series X|S console, which has seen mediocre sales, Xbox Game Pass, a game subscription service that Microsoft has repeatedly affirmed as having commercial value, is clearly the "flagship product" of the Xbox brand in recent years.

The next-generation Xbox, born under these circumstances, will naturally be different.

Regardless of multiple media reports or Microsoft's official hints, we can be almost certain that the next-generation Xbox console and handheld will be closer to a Windows PC, not only compatible with the Xbox ecosystem but also able to use third-party game stores such as Steam and Epic, just like a PC.

In an interview, Microsoft CEO Satya Nadella revealed:

It's a bit funny that people think consoles and PCs are two different things. We built game consoles because we wanted to create a better PC so we could play games, so I wanted to rethink some of those traditional notions… Game consoles will offer powerful performance, and I think that will drive the development of systems.

The ROG Xbox Ally handheld console, a collaboration between Microsoft and ASUS, can be seen as a prototype of the future Xbox – running a full Windows 11 system, using the Xbox full-screen interface, and only launching necessary system processes to ensure that the hardware can unleash more performance.

This also means that the so-called "Xbox hardware" will not be a Microsoft exclusive product. More OEMs can obtain licenses to create their own Xbox consoles or handhelds, just like PC products.

Compared to competitors like Sony and Nintendo, Microsoft, with its broader platform and ability to move beyond hardware constraints, is better able to integrate Xbox into a product form that combines "services + brand + content," which is very rare in the gaming industry.

Microsoft's deployment of AI and cloud computing infrastructure is a unique advantage for the technology company. In January, Google DeepMind released Genie 3, the third generation of its visual language model. Its ability to quickly generate interactive 3D worlds caused the stock prices of game engine giant Unity, as well as developers such as Take-Two, Nintendo, and CD Projekt Red, to fall, directly reflecting the enormous impact of AI on traditional game development.

▲ Game scene generated by Genie 3

The choice of an executive familiar with AI to head Xbox sends a clear signal: in this era where "AI changes everything," Microsoft intends to use AI to change the way traditional games are created.

▲ Asha Sharma and Phil Spencer

This does not mean that AI will replace traditional human game development. AI is just a means and technology. The soul of a game is still determined by human creativity and ideas. And coincidentally, Microsoft also has a lot of well-known game developers at its disposal.

Returning to the traditional "game war" perspective, Xbox is certainly in a relatively worse position and faces enormous pressure compared to Nintendo and Sony, but Microsoft, backed by a technology company, has the most resources at its disposal.

It's a shame for fundamentalist gamers and Xbox fans that the once pure console and gaming brand "Xbox" was already "dead" even before Phil Spencer left.

But for Microsoft, and for the entire AI era, a brand new Xbox is being born.

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