For a number of reasons, the previous blog has been temporarily inaccessable.
出于一系列原因,过去的博客暂时无法访问。
I am currently working as a full-stack developer at Textea Inc., where I am responsible for the development of the Funix and the Mercury.
我目前在 Textea Inc. 担任全栈开发,并负责了 Funix 与 Mercury 的开发。
My work on Mercury contributed to the paper FaithBench: A Diverse Hallucination Benchmark for Summarization by Modern LLMs, and Funix was showcased as a poster presentation at PyCon US 2024.
我因 Mercury 参与了论文 FaithBench: A Diverse Hallucination Benchmark for Summarization by Modern LLMs。此外 Funix 还参与了 PyCon US 2024 Poster 展出。
Outside of engineering, I independently study art history and maintain a strong interest in today East Asian art. I occasionally paint in oils and run a private online art hub. In my spare time, I enjoy exploring Denpa, mad, philosophical multimedia or text-based games, and investigating the file structures used by these programs. I also occasionally share my personal research ideas on GitHub, including tools like dumper and others related to data formats and content structure analysis. (All of this is done legally under the copyright laws of my country, as I do not distribute any original content.) I have a deep interest in all visual or textual performance engines and frameworks, and I am currently developing a new performance engine for a friend's project.
除工程外,我独立学习艺术史,并关注今天的东亚艺术,偶尔进行油画创作,还拥有一个私密的线上艺术中心。我会在空闲时间会逆向古早电波、哲学、疯狂类型的多媒体或文字游戏、内容以及程序的文件封装格式。我偶尔会在 GitHub 上中公开我的一些研究想法,诸如 Dumper 之类的工具。(无需担心,根据我所在国法律,我并没有触犯版权问题,因没有公开文件内容),我对所有视觉或文字演出引擎、框架都抱有兴趣,并且我现在在为我朋友开发新的演出引擎。
I have also contributed to Chinese localization projects (with permission from original creators or developers). The only publicly released work is the Chinese localization of Kyojintachi ZERO -prologue-, a game developed with Adobe AIR and a proprietary engine. I spent time modernizing the original engine, like adding features such as save&load system and an integrated wiki system. Due to the game's unique presentation techniques, such as SWF-based 3D effects, porting it to a different engine would have been more costly than enhancing the original one.
我还参与汉化工作(公开内容均已取得原作者或开发商同意),唯一公开的是《离开的人们ZERO -prologue-》,该游戏采用 Adobe AIR 与开发者私有演出系统完成,我花了一点时间修改原始引擎让其现代化,比如存档和读档、WIKI 系统。由于该游戏的演出特殊性,包括 SWF 3D 演出等,移植到其他引擎成本比修改还要高。