YouTube2Text

Bird's Eye View_ Hardware - Part 2 — Transcript

by NPTEL-NOC IITM · 3,468 words · 523 segments · language en · Watch on YouTube

Full transcript

  1. 0:01[Music]
  2. 0:17Oh, absolutely. Yeah. Other security and
  3. 0:19privacy guidelines, but there's concerns
  4. 0:22for sure. Um, nobody can see what you're
  5. 0:25seeing, right? Or whether you're filming
  6. 0:28anything. I'm not aware about any
  7. 0:30guidelines yet. I I think we're not
  8. 0:32there yet. But once they become really
  9. 0:33mainstream, if people start wearing them
  10. 0:35everywhere, which didn't happen, I'm
  11. 0:37sure we will have to have a conversation
  12. 0:39about that as well.
  13. 0:42Okay.
  14. 0:46Uh we really do not want you to feel
  15. 0:48disoriented. So you really need to have
  16. 0:50perfect calibration.
  17. 0:53So please take as much time as needed is
  18. 0:56it's crucial that you calibrate your
  19. 0:58headset as much as pos as well as
  20. 1:00possible and we give you guidelines on
  21. 1:02discord so please go there we'll give
  22. 1:04you some other tricks that you can do
  23. 1:08uh
  24. 1:11can hackers oh yes I don't know exactly
  25. 1:15like I don't have an answer for you like
  26. 1:17I don't have an example um but I
  27. 1:20definitely we will go in this class
  28. 1:22through a lot of illusions that you can
  29. 1:24uh see in VR which are really spooky
  30. 1:27sometimes like you know perception of
  31. 1:30time or how much you don't even notice
  32. 1:32which is right there in front of your
  33. 1:34eyes. So we'll we'll talk about it as we
  34. 1:36go but I but I don't know like any
  35. 1:39anything this dramatic I I don't know an
  36. 1:41example but potentially yes very good.
  37. 1:49Um uh we are not I I'm not aware of any
  38. 1:54of this but maybe I'm wrong. So this is
  39. 1:56not my research area and I haven't heard
  40. 1:58of real time VR scene generation
  41. 2:04but anyway so let's
  42. 2:07let's move on. So spatial audio is not
  43. 2:11important for immersion. It is that's a
  44. 2:13good question. We'll have an entire
  45. 2:17series of lectures on audio and I think
  46. 2:21professor manan will talk about audio
  47. 2:23and you'll learn a lot. I think it's
  48. 2:25it's um important but not essential.
  49. 2:30Okay. So let's move on. Okay. Now let's
  50. 2:33talk about frames for a second for a
  51. 2:35little bit. We talked about it last time
  52. 2:36but let's talk a little more. So from
  53. 2:39last lecture do you remember if we talk
  54. 2:42about screens and frame rate refresh
  55. 2:45rate of the frames
  56. 2:48at 8 frames per second if there's some
  57. 2:52motion on the screen will it appear
  58. 2:54continuous or not
  59. 2:59and the correct answer is false. The
  60. 3:02reason is that usually 12 is the
  61. 3:05threshold. After 12, you will not
  62. 3:07perceive individual frames. Before 12,
  63. 3:10you will even perceive the frames
  64. 3:12themselves, not even some objects
  65. 3:14moving. So, so this is definitely false.
  66. 3:17But now I have a a little more
  67. 3:18complicated question. So, this requires
  68. 3:20a little bit of thinking. If you have a
  69. 3:22screen that is really a good advanced
  70. 3:24screen, it has 100 frames per second
  71. 3:26refresh rate. So, frames change at 100
  72. 3:29hertz frequency. And there's some object
  73. 3:32on the screen.
  74. 3:35So will it always appear continuous? If
  75. 3:39you have such great refresh rate,
  76. 3:42will any object appear moving
  77. 3:45continuously on your screen? So imagine
  78. 3:47you're in a movie theater and there is a
  79. 3:50rocket going really fast across the
  80. 3:52screen and you but you have 100 frames
  81. 3:54per second refresh rate. Will you notice
  82. 3:56discontinuity?
  83. 3:59And the correct answer is not true. So
  84. 4:01the the correct answer is false.
  85. 4:05Some motions if they're too fast,
  86. 4:07they'll appear discontinuous. And that's
  87. 4:09why Hollywood movie directors and
  88. 4:11Bollywood movie directors, all of the
  89. 4:13movie directors out there, they will
  90. 4:15avoid any kind of fast objects across
  91. 4:18streams uh screens. So they uh
  92. 4:21consciously avoid those kind of motions
  93. 4:23because even at 100 frames per second if
  94. 4:27the object moves too fast you'll just
  95. 4:29you know jump too far between the frames
  96. 4:33and you'll you'll notice discontinuity.
  97. 4:35So that's something that we need to
  98. 4:37consider. And now I want to explain even
  99. 4:41in more detail. So you can conduct this
  100. 4:44experiment on your on your own. take an
  101. 4:47LED
  102. 4:48uh attach it to the square function
  103. 4:51generator so you have it pulsing right
  104. 4:54so you can have it turn on and off and
  105. 4:57here in this animation the LED is
  106. 4:59pulsing at two hertz or three hertz
  107. 5:01maybe but imagine that you make it do
  108. 5:051000 hertz pulsing so what would you see
  109. 5:08if you look at it you wouldn't notice
  110. 5:11flicker anymore right so if you look at
  111. 5:14an LED like this but pulsing
  112. 5:16at higher frequency you would not notice
  113. 5:19the flicker while at this low frequency
  114. 5:22you notice the flicker and th these kind
  115. 5:25of LEDs pulsing LEDs that's the
  116. 5:27principle of all of the screens that we
  117. 5:29use today all of the modern screens such
  118. 5:32as phones LEDs phones and and so on so
  119. 5:37then think of this LED and what if you
  120. 5:40start moving it what if you start moving
  121. 5:43it and while if you move it and you
  122. 5:46still follow it with your eyes and it's
  123. 5:49uh pulsing at 1000 hertz, you will still
  124. 5:52know not notice the flicker. But what if
  125. 5:55you don't look at the LED and you start
  126. 5:57moving it to on the side from side to
  127. 6:00side like this
  128. 6:02and you look straight. So you don't look
  129. 6:04at the LED and you move this LED very
  130. 6:07very fast.
  131. 6:09Do you think you would notice flicker if
  132. 6:11the motions are very very fast?
  133. 6:16And the answer is I didn't put the
  134. 6:17slider question but the answer is yes.
  135. 6:19You would notice if this motion is
  136. 6:21really fast
  137. 6:24then the LED even at 1000 hertz would
  138. 6:28leave a zip line on your like a zipper
  139. 6:31on your retina.
  140. 6:34And we've done this experiment in our
  141. 6:35research lab. So everybody got to try it
  142. 6:37and you would perceive this zipper on
  143. 6:40our retina. we would perceive
  144. 6:41discontinuity
  145. 6:43and this means that some flicker may
  146. 6:47never be eliminated in VR even if we
  147. 6:50increase frames per second to a,000
  148. 6:53hertz and the reason is that our eyes
  149. 6:56move really really fast therefore we
  150. 6:58will interact with this display at
  151. 6:59really really high speeds as this
  152. 7:01simulated example so we may never
  153. 7:03eliminate flicker some amount of flicker
  154. 7:05may always be there or what we will call
  155. 7:08there's flicker or retinal image slip
  156. 7:10So that those two so some kind of
  157. 7:12discontinuity or some kind of uh
  158. 7:15problems
  159. 7:17may always remain due to the fact that
  160. 7:19we will interact with screens at much
  161. 7:22higher speeds than um with other
  162. 7:25displays.
  163. 7:29What continuous motion is? Uh so if an
  164. 7:32object moves in real world do you
  165. 7:34perceive discontinuities?
  166. 7:37uh we actually do sometimes too if they
  167. 7:39f if they move really really fast like
  168. 7:41for example propellers of the airplanes.
  169. 7:43So we still notice some kind of
  170. 7:45artifacts due to fast motions but at
  171. 7:48most of the speeds that are around us in
  172. 7:50nor during normal day uh everyday life
  173. 7:53we don't notice discontinuities but on
  174. 7:56VR screens even at those speeds we may
  175. 7:59notice due to the frame per second uh
  176. 8:02due to the refresh rate. Okay, so now
  177. 8:04let's look at all of the other hardware
  178. 8:06components
  179. 8:08in VR systems. So, um let's make sure
  180. 8:11that all of the modern VR systems at
  181. 8:13least are covered like caves, HMDs, and
  182. 8:15these next generation um retinal
  183. 8:19displays. So, there is rendering
  184. 8:21hardware, that's number one. For visual
  185. 8:25uh displays, we have um tubes, plasma,
  186. 8:28LCDs, OLEDs, projectors, vers uh virtual
  187. 8:31retinal displays, light fields, right?
  188. 8:33So we kind of talked about all of them.
  189. 8:35Maybe I missed some. So please write
  190. 8:38what I missed. Your favorite display
  191. 8:40that I missed. For audio, we have
  192. 8:42speaker, surround sound, headphones,
  193. 8:44bone conduction.
  194. 8:47For the touch display. So that's very
  195. 8:49interesting because this is called
  196. 8:50haptic devices. And I will not talk much
  197. 8:53about them, but maybe professor Manuvan
  198. 8:56will cover more about haptics because
  199. 8:57he's expert on that. So there's but
  200. 9:01there's generally two categories for
  201. 9:04haptic feedback and they're called
  202. 9:06cutane cutaneous versus kinesthesia. So
  203. 9:10cutaneous feedback is some kind of
  204. 9:12vibration like in your ramble pass in a
  205. 9:14game devices. But for kinesthesia it's
  206. 9:17when the motion is actually getting
  207. 9:18blocked. So you have like this resisting
  208. 9:20force. So there may be a robot that is
  209. 9:23pushing you against your hand. So it's
  210. 9:26much more kind of realistic than
  211. 9:28feedback.
  212. 9:29Um and um but but yeah, so th those are
  213. 9:35the two it can kind of simulate touching
  214. 9:37a wall and you know grabbing objects and
  215. 9:40stuff like that
  216. 9:42but there's also a lot of controllers
  217. 9:43like Oculus Touch, HTC Vive, Kinet
  218. 9:47Haptive Suits. So all of those are touch
  219. 9:50displays. So I will not talk about smell
  220. 9:54taste and vestibular devices vestibular
  221. 9:57uh displays because they're mostly R&D
  222. 10:01but we've tried the smell and
  223. 10:03vestibular. I I didn't try vestibular
  224. 10:06but I know that I I know people who
  225. 10:08tried and it's very painful.
  226. 10:10Okay. Then uh optics. So as the displays
  227. 10:15get closer to our visual senses we need
  228. 10:17some kind of optics. So there's lens and
  229. 10:19waveguides kind of optics.
  230. 10:22Then we have tracking tracking hardware.
  231. 10:24I'll talk about it later in more
  232. 10:26details. So we have IMUs, cameras,
  233. 10:28lighouses.
  234. 10:30Um and uh uh we will not talk about the
  235. 10:35hardware too much in this course but we
  236. 10:37will talk about uh um tracking software.
  237. 10:40So how to write those methods. So you
  238. 10:42could actually write your own tracking
  239. 10:45uh systems
  240. 10:47also input devices. So this is something
  241. 10:50interesting right? Right. So what are
  242. 10:51the input devices? Game controllers,
  243. 10:53keyboards, mouse, data gloves. So when
  244. 10:56you're wearing a headset, which is a
  245. 10:57blindfold, the last thing that you want
  246. 11:00to is to try to type something on a
  247. 11:03keyboard, right? So that's really
  248. 11:05difficult to have input devices in VR.
  249. 11:08Of course, there you can input something
  250. 11:10with controllers, but this is a big
  251. 11:12limitation essent especially with our
  252. 11:14cardboards, right? How are we going to
  253. 11:16input any kind of information in our VR
  254. 11:19systems? So that's something that we
  255. 11:22have surprise for you here. But this is
  256. 11:25a big limitation and maybe one of the
  257. 11:27big reasons why cardboard uh the whole
  258. 11:31project was discontinued.
  259. 11:34So uh and finally we should talk about
  260. 11:36processing units. So what does the
  261. 11:38processing? It's CPU and GPU. Right now
  262. 11:42here is an Oculus Quest tearown. So
  263. 11:44let's look at that.
  264. 11:47Uh so let's look what's inside. Uh
  265. 11:50nowadays this is a video uh of the tear
  266. 11:53down of Oculus Quest. Not two but just
  267. 11:55Oculus Quest. And um the main components
  268. 12:00are the same as the original Quests or
  269. 12:03very early versions of Oculus Rifts or
  270. 12:06whatever um the the early prototypes. So
  271. 12:10the main components are or the main
  272. 12:12categories of the hardware are cameras,
  273. 12:16IMUs, displays and lenses and and they
  274. 12:20also have the controllers but we in in
  275. 12:23our cardboard will not have controllers
  276. 12:25but those are the main categories. Let
  277. 12:27me play it again because you will see
  278. 12:29that they went through the main
  279. 12:30categories as well.
  280. 12:34So let's see.
  281. 12:36Of course there's a lot of custom
  282. 12:38electronics now. So they're not cameras.
  283. 12:40Here they are. So cameras for tracking
  284. 12:44for positional tracking. I'm used for
  285. 12:47orientational tracking
  286. 12:50controllers. They have these LEDs here
  287. 12:54so that cameras can see them. They
  288. 12:57infrared LEDs.
  289. 13:00But of course if you if they're out of
  290. 13:02sight of cameras, then you cannot see
  291. 13:04it. So there's an IMU for rotational
  292. 13:06tracking of the controller because with
  293. 13:09cameras you can only do positional you
  294. 13:11really need IMU for do for doing
  295. 13:13orientational tracking. So all those are
  296. 13:15the main components in Oculus Quest. But
  297. 13:18here is
  298. 13:21uh a tear down of a much earlier version
  299. 13:24Oculus DK2. So development kit 2. So the
  300. 13:29same main components in the left corner
  301. 13:32here you see a smartphone screen right
  302. 13:35so that serves this as a display this is
  303. 13:37a circuit board that has IMUs so again
  304. 13:41for tracking uh rotational tracking then
  305. 13:44there's lenses because the screen is too
  306. 13:46close to the eyes so you need to u
  307. 13:49increase the field of view and make your
  308. 13:51eyes being able to focus on it the so
  309. 13:55here is just a mask to to uh fit it all
  310. 13:59in the lenses and the screen. And here
  311. 14:02is the there are OLEDs there that are
  312. 14:06hidden behind the infrared plastic so
  313. 14:09that this camera can see it for
  314. 14:11positional tracking. And this is an
  315. 14:13external camera. Okay. So the external
  316. 14:16camera was added um or is used for
  317. 14:20positional tracking.
  318. 14:22Okay. So something interesting that I
  319. 14:25wanted to point out right here. So
  320. 14:27notice that your cardboards as well as
  321. 14:30some early development kits of Oculus,
  322. 14:33they didn't have this camera. So let me
  323. 14:35cross it. They didn't have this camera.
  324. 14:36They didn't have this LEDs on the cover.
  325. 14:39They only had IMUs and lenses and the
  326. 14:42phone. And that's essentially what your
  327. 14:44cardboards have, which means that they
  328. 14:47only provide three degrees of freedom
  329. 14:50tracking. So Google Cardboard, Oculus
  330. 14:53Go, Samsung Gear, and early Oculus
  331. 14:55prototypes.
  332. 14:57had three degrees of freedom. So I have
  333. 14:59a question for you. What does it mean?
  334. 15:02So what's the difference? How did it
  335. 15:03feel? So what's the difference between
  336. 15:05six degrees of freedom that it was only
  337. 15:09enabled due to the use of cameras versus
  338. 15:123° of freedom that was enabled using
  339. 15:15IMUs? So that's the question for you.
  340. 15:18What does it feel like? So that's that's
  341. 15:20the question. Let me rephrase it. What
  342. 15:23does it feel like when you bent to look
  343. 15:25under a virtual table while wearing 3°
  344. 15:30of freedom rotation only HMD? So, you're
  345. 15:33in a virtual environment. There's a
  346. 15:35table. You want to look under it. How
  347. 15:37does it feel?
  348. 15:40And I have the answer in the next slide,
  349. 15:42but let's see.
  350. 15:45Any other guesses?
  351. 15:48We cannot go underneath the table.
  352. 15:50Translation will not happen.
  353. 15:53Okay. Yeah, the environment moves with
  354. 15:55your movement. Very good. So, here's the
  355. 15:57answer. I have this cool animation. So,
  356. 16:00this is what three degrees of freedom VR
  357. 16:02headsets are.
  358. 16:04When you rotate your head, the world
  359. 16:06will behave appropriately. It will not
  360. 16:09rotate with you. But if you want to
  361. 16:10translate your head in any way, the
  362. 16:13world will just not allow you to do
  363. 16:14that. So it will be as if they glued the
  364. 16:18whole world is glued positionally to
  365. 16:21you. So you cannot get to any place. The
  366. 16:25world will not respond. While here in
  367. 16:27six degrees of freedom tracking
  368. 16:31what you expect will happen in virtual
  369. 16:33world just like it would happen in the
  370. 16:36real world. Right? So you would get
  371. 16:38closer without positional tracking. You
  372. 16:41cannot get closer in position to
  373. 16:43anything. you're stuck. Okay, so I hope
  374. 16:46this is clear.
  375. 16:49Another part of hardware that is present
  376. 16:51in any HMD is optics and we talked about
  377. 16:54it. So in most mo in most modern HMDs,
  378. 16:59the optics are just magnifying lenses
  379. 17:02just like what you have in your
  380. 17:03cardboard.
  381. 17:05So what do they do? Magnifying lenses
  382. 17:09increase the size of the smartphone and
  383. 17:11therefore they wrap the image around
  384. 17:13your head and increasing the field of
  385. 17:16view as well. But then interesting thing
  386. 17:18happens that the image then appears or
  387. 17:22feels like it's infinitely far away
  388. 17:24optically. Probably it doesn't make
  389. 17:26sense now but um we'll learn about it in
  390. 17:29more details later but you don't even
  391. 17:31notice. You probably didn't even notice
  392. 17:32that but we'll learn we'll train you to
  393. 17:35notice those kind of things. Okay, so
  394. 17:38the magnifying lenses then increase the
  395. 17:40field of view. But unfortunately, as a
  396. 17:42side effect, they also create
  397. 17:44distortion. That's your homework. One is
  398. 17:46to correct for that distortion. So what
  399. 17:49is field of view is the center of the
  400. 17:51observable observable world, right? It
  401. 17:53was a bit small screen in front of you,
  402. 17:55but suddenly you feel immersed. And it's
  403. 17:57not as much field of view in your
  404. 17:59cardboard. It's probably more like this.
  405. 18:01You calculated field of view is like 190
  406. 18:04something. It's still small but it's
  407. 18:06still much bigger than your phone was.
  408. 18:09But field of view is this observable
  409. 18:11amount of the world or how much retina.
  410. 18:13You can think of it as how much of your
  411. 18:15retina is being stimulated by this
  412. 18:17stimulus. And distortion is when
  413. 18:19straight lines don't appear straight
  414. 18:21anymore. Again, you calibrated your
  415. 18:23cardboards. You know that you had to
  416. 18:24correct for that.
  417. 18:27And it is in software that needs to that
  418. 18:31distortion needs to be corrected.
  419. 18:33And it's not always trivial to do so. So
  420. 18:36the reason why it's not trivial is that
  421. 18:38lenses do not come with the formula for
  422. 18:41the distortion.
  423. 18:43And therefore it's not trivial to figure
  424. 18:46out what the distortion is. And you do
  425. 18:48it by trial and error. Whatever feels
  426. 18:50more right uh you you set that
  427. 18:53parameter. It is a very tricky thing and
  428. 18:56it seems like these distortion
  429. 18:57parameters are perceptually
  430. 19:00um unique to humans. Because at Oculus,
  431. 19:05we try to make a rig, an engineering rig
  432. 19:07to exactly compute distortion
  433. 19:09parameters, but those parameters were
  434. 19:11not as good as something that we set up
  435. 19:14manually to fit how we feel. So that's
  436. 19:17really interesting. So whatever you're
  437. 19:18doing now as calibration, that's very
  438. 19:20good perceptual task to fix to to find
  439. 19:23the best distortion parameters that fit
  440. 19:26fit you.
  441. 19:29Okay. So most of the modern HMDs come
  442. 19:32with lenses nowadays. However, as I
  443. 19:34mentioned uh already some other some
  444. 19:38advanced uh optical device HMDs like
  445. 19:41Microsoft hollow lens or magic leap or
  446. 19:45maybe Apple pro that is still not
  447. 19:48released but they promise to have
  448. 19:50advanced optics and that those are not
  449. 19:52lenses anymore. And maybe I'll have when
  450. 19:55we come into when we study optics, I'll
  451. 19:57show you what exactly is that retinal
  452. 19:59display. So here is
  453. 20:03um here are some useful terms for
  454. 20:06distortion. Uh and it's called a pin
  455. 20:09cushion or barrel distortion. So here's
  456. 20:11an example. If you have this original
  457. 20:14grid, if you were to put a lens, a
  458. 20:16magnifying lens, and look at that grid,
  459. 20:18then you would see it as push as pin
  460. 20:21cushion distorted. So if you look at
  461. 20:24this image through the lens, you put
  462. 20:26lens over it, you will perceive it as
  463. 20:28this. Therefore, if you want to correct
  464. 20:31for it, you need to introduce
  465. 20:34this barrel distortion. Then looking
  466. 20:36through this uh looking at this
  467. 20:39predistorted barrel distorted grid
  468. 20:43through the lens, you will perceive it
  469. 20:46as straight. So essentially the lens
  470. 20:50will shrink the grid. And if you want to
  471. 20:53make it appear straight, you need to pre
  472. 20:56fatten it. Then it will you will see
  473. 20:59with your eyes um and it will look
  474. 21:02normal. And that's your exercise. You're
  475. 21:04doing that in your homework one. Okay,
  476. 21:08let's move on. So now let's talk about
  477. 21:11tracking hardware. We talked about
  478. 21:14displays, we talked about optics, now
  479. 21:16tracking hardware. So it is this arrow
  480. 21:20here, right? So once the sense organ
  481. 21:22changes its configuration
  482. 21:25um by interacting with the virtual world
  483. 21:28then the virtual world needs to react
  484. 21:31appropriately or move right because if
  485. 21:33there is no tracking then it's kind of
  486. 21:35like looking under that virtual table.
  487. 21:37It will not it will move away but you
  488. 21:39want to track your body in it so that it
  489. 21:41moves closer. So the virtual world needs
  490. 21:43to react to your motions or the motions
  491. 21:46of your sense organ. So this process
  492. 21:49is called or tracking is the process
  493. 21:52that um updates the artificial
  494. 21:56stimulation according to the
  495. 21:58configuration change of the sense that's
  496. 22:00being tracked and as we already saw
  497. 22:03there are a lot of uh different um
  498. 22:05tracking systems. So um and a lot that
  499. 22:09can be done with tracking. So the closer
  500. 22:11the display to the sensor organ, the
  501. 22:13more tracking needs to be done. And you
  502. 22:15can implement 3° of freedom like in
  503. 22:17cardboard, six degrees of freedom like
  504. 22:19in most HMDs that we have today. You can
  505. 22:22do pupil tracking that is done in vario
  506. 22:25headsets. And then you can do what's
  507. 22:27called fiated rendering. So a little uh
  508. 22:30more advanced rendering. You can do
  509. 22:32hands, body, and other um other friends
  510. 22:35or family or pets or robots in your
  511. 22:38world tracking so that you bring more
  512. 22:41and more people or objects into your
  513. 22:43world. But that is harder. So even hands
  514. 22:46tracking is not as advanced as we would
  515. 22:48hope it would be at this point, right?
  516. 22:51If you have controllers, that's easier
  517. 22:53to track controllers, but hand tracking
  518. 22:55is not as reliable yet.
  519. 22:58So now the mo most important component
  520. 23:02in tracking systems in modern H&M is
  521. 23:05IMU. So what is IMU? Can you tell me?
  522. 23:07Inertial measurement unit. Very good.
  523. 23:15[Music]

About this transcript

This page contains the full transcript of Bird's Eye View_ Hardware - Part 2 by NPTEL-NOC IITM, generated from the public captions YouTube serves with the video. The transcript has 3,468 words across 523 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.

What you can do with it

Use the transcript to take notes, quote the speaker, build a study guide, generate a summary with ChatGPT or Claude via the YouTube Summary tool, or export it as a timed subtitle file with YouTube to SRT. You can also re-open it in the transcriber to translate the transcript into 100+ languages.

Free YouTube transcript tool

YouTube2Text is a free YouTube transcript generator — no signup, no daily limit. Paste any YouTube link and get the full transcript instantly, with timestamps, click-to-jump, translation to 100+ languages, AI prompts for ChatGPT, Claude, and Gemini, and exports to TXT, SRT, VTT, or Markdown.