Falsificação profunda[3] tecnologia[4] is a rapidly advancing field that involves the creation of fake but highly realistic images, videos, or audio recordings. Originating in the 19th century with photo manipulation, this technology took a significant leap in the 1990s with the advent of digital video[2]. Using techniques like Generative Adversarial Networks (GANs), deepfakes have become increasingly lifelike. However, they’re not without controversy. Issues of ethics, particularly in pornography, and potential misuse for disinformation[1] have sparked conversations about regulation. Despite these concerns, deepfakes have found positive applications in areas like entertainment, where they’re used for visual effects and de-ageing characters, and in corporate training, where personalized videos can be created. Nonetheless, as deepfakes continue to evolve, discussions about their societal impact and the potential for manipulation remain ongoing.
It has been suggested that this article be merged with Synthetic media. (Discuss) Proposed since January 2024. |
Deepfakes (portmanteau ou "deep learning" and "fake") are synthetic media that have been digitally manipulated to replace one person's likeness convincingly with that of another. It can also refer to computer-generated images of human subjects that do not exist in real life. While the act of creating fake content is not new, deepfakes leverage tools and techniques from machine learning e inteligência artificial, including facial recognition algorithms and artificial neural networks tais como variational autoencoders (VAEs) and generative adversarial networks (GANs). In turn the field of image forensics develops techniques to detect manipulated images.
Deepfakes have garnered widespread attention for their potential use in creating child sexual abuse material, celebrity pornographic videos, revenge porn, fake news, hoaxes, bullyinge financial fraud. The spreading of disinformation and hate speech through deepfakes has a potential to undermine core functions and norms of democratic systems by interfering with people's ability to participate in decisions that affect them, determine collective agendas and express political will through informed decision-making. This has elicited responses from both industry and government to detect and limit their use.
From traditional entretenimento para jogos, deepfake technology has evolved to be increasingly convincing and available to the public, allowing the disruption of the entertainment and meios de comunicação industries.