With hour upon hour wasted by managers interviewing inappropriate candidates, a new 3-dimensional recruitment tool has been developed to screen local, national and international applicants effectively.
TalkingCV is an easy-to-use, low-cost and effective way to undertake the first round interview process.
By integrating video, audio and text files simultaneously the recruiter is able to save themselves time and money by streamlining the recruitment process whilst the candidate benefits by getting in front of the recruiter at an early stage with their video CV.
Integrate Video, Audio and Text:
There are two versions of TalkingCV
The Candidate version allows an individual to record their own personal TalkingCV from any Internet-enabled PC with a webcam from anywhere in the world.
On completion they receive a unique URL link to their own personal TalkingCV that can then be forwarded to potential employers to view at their convenience.
The Recruiter version allows an employer to determine the interview they wish the candidate to sit. Initially the Recruiter determines the interview questions to be asked. He then sends an automated email to the selected candidates with access details to a branded website. Here the candidate will find the pre-selected questions that the recruiter has set.
Once the candidate has completed their interview an email is sent to the recruiter with the URL link to their personal TalkingCV.
Recruiter Benefits:
Do away with time consuming and costly first stage interviews.
Profile candidates regardless of their location.
Provide decision makers with a clear picture of a candidates’ personality, communication skills and other vital attributes.
Multi viewing at your own convenience allows involvement of key people within the short-listing process – anytime – anywhere.
Help reduce interview to placement ratios.
Candidate Benefits:
TalkingCV demonstrates a candidate’s personality, experience and communication skills far better than they can on paper.
video resume Gets them in front of more employers – anywhere in the world.
Gives them a competitive edge over rival candidates and allows them to stand out from the crowd.
Avoids wasted time and expense associated with travelling to first stage interviews.
Allows them to incorporate any information in their text files (for example, application form, resume, or psychometric test results).
Once a candidate has recorded their own personal TalkingCV they receive an email with a unique URL that can then be forwarded to potential employers to view at their convenience.
Equal Opportunities:
TalkingCV provides all candidates with an equal opportunity through the standardised interview process.
All candidates are asked the same questions and given the same opportunity to answer them.
In the event of an unfair opportunity claim being made against an employer TalkingCV will be invaluable as the stored interviews provide supporting evidence for your selection decision.
Key Benefits:
Enforces a structured interview.
Provides candidates with equal opportunities through a standardised process.
Delivers significant management time-savings.
With the help of video resume it eliminates geographical constraints.
Interviews stored for multi-viewing.
Multiple Recruitment Solutions including: - International recruitment, Graduate recruitment, Volume recruitment, Recruitment fairs, Temporary recruitment.
Offsets your carbon footprint and helps save our planet.
Getting out of depth is quite obvious when you come across your ex in a party with a new partner that too just after one week of your breakup. Seeing your ex girlfriend with her new boyfriend may leave you shattered even though you handsomely manage to put up a smile and pretend to enjoy the party as much as anybody else there. But you must know that you were not put on this earth to bear this brunt.
Since you realize that breaking up over those petty reasons was nothing but height of your insanity. You need to know how to win your ex back, believe me you can do this with your belief that she is the one made for you and you only. This is the first move on how you can win your ex back. Escaping her sight is not a solution if you wish to see her beside you again. You have to utilize the moments when you find your ex under the same roof, be it your office, a shopping mall or any gathering with friends.
Never forget to mention her in your talks with common friends because it just works wonders when your remarks reach her. Especially talking about the good things shared with her will revitalize your relationship’s memories in her mind. You need to make your ex realize that you are also moving on in life but with your work and friends only. If she begins to feel that you are dating somebody then she can feel happy about her decision to pick somebody else before you moved on. This is how your all hopes to win your ex back could dash to ground, so be cautious.
Do not use the very old formula of making her jealous when she has already got a guy in her life because it could lead to an ego fight which may never end. It helps when one of the broken up singles is not seeing anybody otherwise both start playing this envy game and lose each other for once and all.
Exhibiting the prospective ladies in your life would help in your case since a little fire on fence is good enough to attract people, so no need to set it whole on flame. The moment you are able to instigate a little spark out of ashes, and she seems to be disappointed with the fact of parting with you, you can show her that you feel the same and want her back.
Never regret upon what happened because you can always chance your arm anyway to win your ex back.
The designer is now well advanced, I made interoperability between C++ fxgen engine and C# designer in C++/CLI. Its works really well !
C# users can now use fxgen from C# too. I plan to do a 100% C# version of engine for XNA or silverlight...
I have now a better separation between designer and runtime engine.
Fxgen C++ lib is now lighter.
Designer have now Model-View architecture with undo redo mechanism.
I have the graphic component for the properties to do now...
I plan to do a store in order to share fxgen assets.
I am open to other ideas ...

For next release
- New binary serialization system (VARMAP removed)
- Runtime and designer datas separation
- Undo-redo management
FxGen project is not shut down, this last months I try some new technicals directions.
At office I work more and more with C# language, so I have done some try in c# for fxgen.
I like to see a C# + XNA solution but I love my personal C++ OpenGL too. It's a difficult choice. I can't work on this two solutions.
Next released will contain undo-redo and Assets management.
But I don't know in which language.
For multi-platform there is mono but after some try with winform under mac osx it's horrible.
What do you think about this ?
In FxGen 0.6, operator's properties change (properties added or removed) are managed manually by developer in order to keep compatibility with older files versions.
A NMapVarsBlocDesc structs array are added to describe operator's properties change from previous version.
Example when a new property is added (see 'Type'):
static NMapVarsBlocDesc mapblocdescBlurOp[] =
{
MAP(1, eubyte, "0", "" ) //V1 => 0-Width
MAP(1, eubyte, "1", "" ) //V1 => 1-Height
MAP(1, eubyte, "2", "" ) //V1 => 2-Amplify
MAP(2, eubyte, "0", "*0.0039215" ) //V2 => 0-Width
MAP(2, eubyte, "1", "*0.0039215" ) //V2 => 1-Height
MAP(2, eubyte, "2", "" ) //V2 => 2-Amplify
MAP(2, eubyte, "3", "" ) //V2 => 3-Type
};
static NVarsBlocDesc blocdescBlurOp[] =
{
VAR(efloat, true, "Width", "0.01", "NFloatProp") //0
VAR(efloat, true, "Height", "0.01", "NFloatProp") //1
VAR(eubyte, true, "Amplify", "16", "NUbyteProp") //2
VAR(eubyte, false, "Type", "0,[Box,Gaussian]", "NUbyteComboProp") //3
};
---
Now in FxGen 0.7 all this operations are transparant for developer and are managed by binary serializer.
In each fxgen project file, all class's properties declarations are saved (name and type).
So I can detect now what properties are added or removed with current version while reading an old file format.
Another optimization done for fxgen 0.7
now for the same test, I used only 3000 ko for processing...
I compare memory usage between FxGen 0.6 and 0.7 engine.
I generate a 256x256 texture size from MetalGrid1 example.
Results:
memory usage:
FxGen 0.6 => 7284 ko
FxGen 0.7 => 4300 ko
Great :-)
New FxGen operators engine is now ready:
- Designer code part have been removed (will be moved to designer tool).
- NOperator classes removed and replaced by simple C functions (less memory usage).
- Engine take now only compiled operators call in entry (generated from operator graph compiler)
- Multi cores operators process ready. (see later openCL or OpenMP)
I'll work now on my designer tool, with libraries management...

Your friendly-- yet lazy-- site administrator here. After the site was bogged down by a ton of crazy spammers, I couldn't hold this off any longer. I updated to the latest version of Drupal and added a better captcha system. Hopefully this will work better.
In the process, we lost a lot of images. We're still in the process of recovering those. And there's still a lot of spam we need to take care of. Johann and I have both been working hard on trying to remove the spam and get the images back.
I also went through and deleted most of the spammy-looking accounts here. If you got deleted, no big deal, no one's blocked or anything. Just register again, it's all cool. Also, just an FYI, most of the accounts deleted were registered within the past six weeks. Also, if you had registered but never used your account, most of those were deleted also.
Now, there might still be some things that might not be working right. Let me know of the following things!
- Does the captcha system work alright? (does it bug you too much, too hard, etc)
- Any part of the site totally broken?
- Can you log into your account? (I deleted a lot because there were a ton of spammers)
- Do you have any of the old content that's missing? I can upload it to the original post, and you might be able to, also.
Alan McGovern (Mono Team) help me to optimize Gradient function. Now I have Mono.SIMD 3x faster than Mono 4DFloats ! But 2x less speed than new C++ version ....
The good thing is that Mono.SIMD version is now faster than 4DFloat C++ code.
I have done some performances tests:
The goal is to generate a 4096x4096 gradient texture (same as fxgen 'Gradient' operator) in order to compare C++ and C#.
I use mono 2.2 C# compiler under windows with and without new SIMD extension! (Thanks to Miguel de Icaza)
Results tests in ms:
In MS C 235 (VS Release Mode SIMD)
In MS C 360 (VS Release Mode 4D Float)
In Mono C# 453 (With Mono SIMD)
In Mono C# 562 (With Mono 4D Float)
In MS C# 609 (VS With 4D Float)
In MS C 672 (VS Debug Mode)
Then main idea is to see if a 100% C# version of fxgen could be possible.
That could allow users to create their own operators directly into the editor in C# script.
This operators could be write in C# then compiled and optimized by mono JIT for target CPU.
SIMD extension for Mono is really a good idea...
I work on a compiler for fxgen’s operators graph, the goal is to separate designer from runtime generator code. That will speed up operator’s calculation and reduce yet project file size.
After that, projects saved in compiled format could be used in games or as libraries. We can image base textures libraries (bricks, stones, metals…) imported and modified by artists in several games.
I look at .net framework too and I think to do functions bindings for use textures in C# projects.
Game industries use more and more C# for their tools, so it’s may be a good idea to think about a new operators editing in order to provide designer functions in C#. That allows developers to integrate fxgen operators editing directly in their tools. I think to do some samples.
Package at => https://sourceforge.net/projects/fxgen/
.Editor
Rewrited for new GUI.
Operators global view display (if any operators out of screen).
New color picker in HLS format.
.FxGenLib
Runtime class creation by modules added (futures plugins .dll, .so ..)
Better FxGen Serialization.
Added Stacked Errors tracer.
.GUI
New GUILib now oriented Cross-platform using OpenGL.
I have worked on my own cross-platform GUI, rendering is done now with opengl for cross platform support.
So why don't use others GUI API?
Previous version of fxgen already use win32 API wrapper classes and all editor's controls are customs. So after some try with widgets or qt4, my feeling is that it's easier and faster to do my editor with more adapted GUI classes to FxGenCore architecture (see PropertiesCtrl...), for QT4 or Widgets that ask me more work but from my previous GUI all that I need is to replace Win32 functions to cross platform form...
So Next FxGen 0.6a version in July.