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#437645 How Robots Became Essential Workers in ...

Photo: Sivaram V/Reuters

A robot, developed by Asimov Robotics to spread awareness about the coronavirus, holds a tray with face masks and sanitizer.

As the coronavirus emergency exploded into a full-blown pandemic in early 2020, forcing countless businesses to shutter, robot-making companies found themselves in an unusual situation: Many saw a surge in orders. Robots don’t need masks, can be easily disinfected, and, of course, they don’t get sick.

An army of automatons has since been deployed all over the world to help with the crisis: They are monitoring patients, sanitizing hospitals, making deliveries, and helping frontline medical workers reduce their exposure to the virus. Not all robots operate autonomously—many, in fact, require direct human supervision, and most are limited to simple, repetitive tasks. But robot makers say the experience they’ve gained during this trial-by-fire deployment will make their future machines smarter and more capable. These photos illustrate how robots are helping us fight this pandemic—and how they might be able to assist with the next one.

DROID TEAM

Photo: Clement Uwiringiyimana/Reuters

A squad of robots serves as the first line of defense against person-to-person transmission at a medical center in Kigali, Rwanda. Patients walking into the facility get their temperature checked by the machines, which are equipped with thermal cameras atop their heads. Developed by UBTech Robotics, in China, the robots also use their distinctive appearance—they resemble characters out of a Star Wars movie—to get people’s attention and remind them to wash their hands and wear masks.

Photo: Clement Uwiringiyimana/Reuters

SAY “AAH”
To speed up COVID-19 testing, a team of Danish doctors and engineers at the University of Southern Denmark and at Lifeline Robotics is developing a fully automated swab robot. It uses computer vision and machine learning to identify the perfect target spot inside the person’s throat; then a robotic arm with a long swab reaches in to collect the sample—all done with a swiftness and consistency that humans can’t match. In this photo, one of the creators, Esben Østergaard, puts his neck on the line to demonstrate that the robot is safe.

Photo: University of Southern Denmark

GERM ZAPPER
After six of its doctors became infected with the coronavirus, the Sassarese hospital in Sardinia, Italy, tightened its safety measures. It also brought in the robots. The machines, developed by UVD Robots, use lidar to navigate autonomously. Each bot carries an array of powerful short-wavelength ultraviolet-C lights that destroy the genetic material of viruses and other pathogens after a few minutes of exposure. Now there is a spike in demand for UV-disinfection robots as hospitals worldwide deploy them to sterilize intensive care units and operating theaters.

Photo: UVD Robots

RUNNING ERRANDS

In medical facilities, an ideal role for robots is taking over repetitive chores so that nurses and physicians can spend their time doing more important tasks. At Shenzhen Third People’s Hospital, in China, a robot called Aimbot drives down the hallways, enforcing face-mask and social-distancing rules and spraying disinfectant. At a hospital near Austin, Texas, a humanoid robot developed by Diligent Robotics fetches supplies and brings them to patients’ rooms. It repeats this task day and night, tirelessly, allowing the hospital staff to spend more time interacting with patients.

Photos, left: Diligent Robotics; Right: UBTech Robotics

THE DOCTOR IS IN
Nurses and doctors at Circolo Hospital in Varese, in northern Italy—the country’s hardest-hit region—use robots as their avatars, enabling them to check on their patients around the clock while minimizing exposure and conserving protective equipment. The robots, developed by Chinese firm Sanbot, are equipped with cameras and microphones and can also access patient data like blood oxygen levels. Telepresence robots, originally designed for offices, are becoming an invaluable tool for medical workers treating highly infectious diseases like COVID-19, reducing the risk that they’ll contract the pathogen they’re fighting against.

Photo: Miguel Medina/AFP/Getty Images

HELP FROM ABOVE

Photo: Zipline

Authorities in several countries attempted to use drones to enforce lockdowns and social-distancing rules, but the effectiveness of such measures remains unclear. A better use of drones was for making deliveries. In the United States, startup Zipline deployed its fixed-wing autonomous aircraft to connect two medical facilities 17 kilometers apart. For the staff at the Huntersville Medical Center, in North Carolina, masks, gowns, and gloves literally fell from the skies. The hope is that drones like Zipline’s will one day be able to deliver other kinds of critical materials, transport test samples, and distribute drugs and vaccines.

Photos: Zipline

SPECIAL DELIVERY
It’s not quite a robot takeover, but the streets and sidewalks of dozens of cities around the world have seen a proliferation of hurrying wheeled machines. Delivery robots are now in high demand as online orders continue to skyrocket.

In Hamburg, the six-wheeled robots developed by Starship Technologies navigate using cameras, GPS, and radar to bring groceries to customers.

Photo: Christian Charisius/Picture Alliance/Getty Images

In Medellín, Colombia, a startup called Rappi deployed a fleet of robots, built by Kiwibot, to deliver takeout to people in lockdown.

Photo: Joaquin Sarmiento/AFP/Getty Images

China’s JD.com, one of the country’s largest e-commerce companies, is using 20 robots to transport goods in Changsha, Hunan province; each vehicle has 22 separate compartments, which customers unlock using face authentication.

Photos: TPG/Getty Images

LIFE THROUGH ROBOTS
Robots can’t replace real human interaction, of course, but they can help people feel more connected at a time when meetings and other social activities are mostly on hold.

In Ostend, Belgium, ZoraBots brought one of its waist-high robots, equipped with cameras, microphones, and a screen, to a nursing home, allowing residents like Jozef Gouwy to virtually communicate with loved ones despite a ban on in-person visits.

Photo: Yves Herman/Reuters

In Manila, nearly 200 high school students took turns “teleporting” into a tall wheeled robot, developed by the school’s robotics club, to walk on stage during their graduation ceremony.

Photo: Ezra Acayan/Getty Images

And while Japan’s Chiba Zoological Park was temporarily closed due to the pandemic, the zoo used an autonomous robotic vehicle called RakuRo, equipped with 360-degree cameras, to offer virtual tours to children quarantined at home.

Photo: Tomohiro Ohsumi/Getty Images

SENTRY ROBOTS
Offices, stores, and medical centers are adopting robots as enforcers of a new coronavirus code.

At Fortis Hospital in Bangalore, India, a robot called Mitra uses a thermal camera to perform a preliminary screening of patients.

Photo: Manjunath Kiran/AFP/Getty Images

In Tunisia, the police use a tanklike robot to patrol the streets of its capital city, Tunis, verifying that citizens have permission to go out during curfew hours.

Photo: Khaled Nasraoui/Picture Alliance/Getty Images

And in Singapore, the Bishan-Ang Moh Kio Park unleashed a Spot robot dog, developed by Boston Dynamics, to search for social-distancing violators. Spot won’t bark at them but will rather play a recorded message reminding park-goers to keep their distance.

Photo: Roslan Rahman/AFP/Getty Images

This article appears in the October 2020 print issue as “How Robots Became Essential Workers.” Continue reading

Posted in Human Robots

#437592 Coordinated Robotics Wins DARPA SubT ...

DARPA held the Virtual Cave Circuit event of the Subterranean Challenge on Tuesday in the form of a several hour-long livestream. We got to watch (along with all of the competing teams) as virtual robots explored virtual caves fully autonomously, dodging rockfalls, spotting artifacts, scoring points, and sometimes running into stuff and falling over.

Expert commentary was provided by DARPA, and we were able to watch multiple teams running at once, skipping from highlight to highlight. It was really very well done (you can watch an archive of the entire stream here), but they made us wait until the very end to learn who won: First place went to Coordinated Robotics, with BARCS taking second, and third place going to newcomer Team Dynamo.

Huge congratulations to Coordinated Robotics! It’s worth pointing out that the top three teams were separated by an incredibly small handful of points, and on a slightly different day, with slightly different artifact positions, any of them could have come out on top. This doesn’t diminish Coordinated Robotics’ victory in the least—it means that the competition was fierce, and that the problem of autonomous cave exploration with robots has been solved (virtually, at least) in several different but effective ways.

We know Coordinated Robotics pretty well at this point, but here’s an introduction video:

You heard that right—Coordinated Robotics is just Kevin Knoedler, all by himself. This would be astonishing, if we weren’t already familiar with Kevin’s abilities: He won NASA’s virtual Space Robotics Challenge by himself in 2017, and Coordinated Robotics placed first in the DARPA SubT Virtual Tunnel Circuit and second in the Virtual Urban Circuit. We asked Kevin how he managed to do so spectacularly well (again), and here’s what he told us:

IEEE Spectrum: Can you describe what it was like to watch your team of robots on the live stream, and to see them score the most points?

Kevin Knoedler: It was exciting and stressful watching the live stream. It was exciting as the top few scores were quite close for the cave circuit. It was stressful because I started out behind and worked my way up, but did not do well on the final world. Luckily, not doing well on the first and last worlds was offset by better scores on many of the runs in between. DARPA did a very nice job with their live stream of the cave circuit results.

How did you decide on the makeup of your team, and on what sensors to use?

To decide on the makeup of the team I experimented with quite a few different vehicles. I had a lot of trouble with the X2 and other small ground vehicles flipping over. Based on that I looked at the larger ground vehicles that also had a sensor capable of identifying drop-offs. The vehicles that met those criteria for me were the Marble HD2, Marble Husky, Ozbot ATR, and the Absolem. Of those ground vehicles I went with the Marble HD2. It had a downward looking depth camera that I could use to detect drop-offs and was much more stable on the varied terrain than the X2. I had used the X3 aerial vehicle before and so that was my first choice for an aerial platform.

What were some things that you learned in Tunnel and Urban that you were able to incorporate into your strategy for Cave?

In the Tunnel circuit I had learned a strategy to use ground vehicles and in the Urban circuit I had learned a strategy to use aerial vehicles. At a high level that was the biggest thing I learned from the previous circuits that I was able to apply to the Cave circuit. At a lower level I was able to apply many of the development and testing strategies from the previous circuits to the Cave circuit.

What aspect of the cave environment was most challenging for your robots?

I would say it wasn't just one aspect of the cave environment that was challenging for the robots. There were quite a few challenging aspects of the cave environment. For the ground vehicles there were frequently paths that looked good as the robot started on the path, but turned into drop-offs or difficult boulder crawls. While it was fun to see the robot plan well enough to slowly execute paths over the boulders, I was wishing that the robot was smart enough to try a different path rather than wasting so much time crawling over the large boulders. For the aerial vehicles the combination of tight paths along with large vertical spaces was the biggest challenge in the environment. The large open vertical areas were particularly challenging for my aerial robots. They could easily lose track of their position without enough nearby features to track and it was challenging to find the correct path in and out of such large vertical areas.

How will you be preparing for the SubT Final?

To prepare for the SubT Final the vehicles will be getting a lot smarter. The ground vehicles will be better at navigation and communicating with one another. The aerial vehicles will be better able to handle large vertical areas both from a positioning and a planning point of view. Finally, all of the vehicles will do a better job coordinating what areas have been explored and what areas have good leads for further exploration.

Image: DARPA

The final score for the DARPA SubT Cave Circuit virtual competition.

We also had a chance to ask SubT program manager Tim Chung a few questions at yesterday’s post-event press conference, about the course itself and what he thinks teams should have learned from the competition:

IEEE Spectrum: Having looked through some real caves, can you give some examples of some of the most significant differences between this simulation and real caves? And with the enormous variety of caves out there, how generalizable are the solutions that teams came up with?

Tim Chung: Many of the caves that I’ve had to crawl through and gotten bumps and scrapes from had a couple of different features that I’ll highlight. The first is the variations in moisture— a lot of these caves were naturally formed with streams and such, so many of the caves we went to had significant mud, flowing water, and such. And so one of the things we're not capturing in the SubT simulator is explicitly anything that would submerge the robots, or otherwise short any of their systems. So from that perspective, that's one difference that's certainly notable.

And then the other difference I think is the granularity of the terrain, whether it's rubble, sand, or just raw dirt, friction coefficients are all across the board, and I think that's one of the things that any terrestrial simulator will both struggle with and potentially benefit from— that is, terramechanics simulation abilities. Given the emphasis on mobility in the SubT simulation, we’re capturing just a sliver of the complexity of terramechanics, but I think that's probably another take away that you'll certainly see— where there’s that distinction between physical and virtual technologies.

To answer your second question about generalizability— that’s the multi-million dollar question! It’s definitely at the crux of why we have eight diverse worlds, both in size verticality, dimensions, constraint passageways, etc. But this is eight out of countless variations, and the goal of course is to be able to investigate what those key dependencies are. What I'll say is that the out of the seventy three different virtual cave tiles, which are the building blocks that make up these virtual worlds, quite a number of them were not only inspired by real world caves, but were specifically designed so that we can essentially use these tiles as unit tests going forward. So, if I want to simulate vertical inclines, here are the tiles that are the vertical vertical unit tests for robots, and that’s how we’re trying to to think through how to tease out that generalizability factor.

What are some observations from this event that you think systems track teams should pay attention to as they prepare for the final event?

One of the key things about the virtual competition is that you submit your software, and that's it. So you have to design everything from state management to failure mode triage, really thinking about what could go wrong and then building out your autonomous capabilities either to react to some of those conditions, or to anticipate them. And to be honest I think that the humans in the loop that we have in the systems competition really are key enablers of their capability, but also could someday (if not already) be a crutch that we might not be able to develop.

Thinking through some of the failure modes in a fully autonomous software deployed setting are going to be incredibly valuable for the systems competitors, so that for example the human supervisor doesn't have to worry about those failure modes as much, or can respond in a more supervisory way rather than trying to joystick the robot around. I think that's going to be one of the greatest impacts, thinking through what it means to send these robots off to autonomously get you the information you need and complete the mission

This isn’t to say that the humans aren't going to be useful and continue to play a role of course, but I think this shifting of the role of the human supervisor from being a state manager to being more of a tactical commander will dramatically highlight the impact of the virtual side on the systems side.

What, if anything, should we take away from one person teams being able to do so consistently well in the virtual circuit?

It’s a really interesting question. I think part of it has to do with systems integration versus software integration. There's something to be said for the richness of the technologies that can be developed, and how many people it requires to be able to develop some of those technologies. With the systems competitors, having one person try to build, manage, deploy, service, and operate all of those robots is still functionally quite challenging, whereas in the virtual competition, it really is a software deployment more than anything else. And so I think the commonality of single person teams may just be a virtue of the virtual competition not having some of those person-intensive requirements.

In terms of their strong performance, I give credit to all of these really talented folks who are taking upon themselves to jump into the competitor pool and see how well they do, and I think that just goes to show you that whether you're one person or ten people people or a hundred people on a team, a good idea translated and executed well really goes a long way.

Looking ahead, teams have a year to prepare for the final event, which is still scheduled to be held sometime in fall 2021. And even though there was no cave event for systems track teams, the fact that the final event will be a combination of tunnel, urban, and cave circuits means that systems track teams have been figuring out how to get their robots to work in caves anyway, and we’ll be bringing you some of their stories over the next few weeks.

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#437579 Disney Research Makes Robotic Gaze ...

While it’s not totally clear to what extent human-like robots are better than conventional robots for most applications, one area I’m personally comfortable with them is entertainment. The folks over at Disney Research, who are all about entertainment, have been working on this sort of thing for a very long time, and some of their animatronic attractions are actually quite impressive.

The next step for Disney is to make its animatronic figures, which currently feature scripted behaviors, to perform in an interactive manner with visitors. The challenge is that this is where you start to get into potential Uncanny Valley territory, which is what happens when you try to create “the illusion of life,” which is what Disney (they explicitly say) is trying to do.

In a paper presented at IROS this month, a team from Disney Research, Caltech, University of Illinois at Urbana-Champaign, and Walt Disney Imagineering is trying to nail that illusion of life with a single, and perhaps most important, social cue: eye gaze.

Before you watch this video, keep in mind that you’re watching a specific character, as Disney describes:

The robot character plays an elderly man reading a book, perhaps in a library or on a park bench. He has difficulty hearing and his eyesight is in decline. Even so, he is constantly distracted from reading by people passing by or coming up to greet him. Most times, he glances at people moving quickly in the distance, but as people encroach into his personal space, he will stare with disapproval for the interruption, or provide those that are familiar to him with friendly acknowledgment.

What, exactly, does “lifelike” mean in the context of robotic gaze? The paper abstract describes the goal as “[seeking] to create an interaction which demonstrates the illusion of life.” I suppose you could think of it like a sort of old-fashioned Turing test focused on gaze: If the gaze of this robot cannot be distinguished from the gaze of a human, then victory, that’s lifelike. And critically, we’re talking about mutual gaze here—not just a robot gazing off into the distance, but you looking deep into the eyes of this robot and it looking right back at you just like a human would. Or, just like some humans would.

The approach that Disney is using is more animation-y than biology-y or psychology-y. In other words, they’re not trying to figure out what’s going on in our brains to make our eyes move the way that they do when we’re looking at other people and basing their control system on that, but instead, Disney just wants it to look right. This “visual appeal” approach is totally fine, and there’s been an enormous amount of human-robot interaction (HRI) research behind it already, albeit usually with less explicitly human-like platforms. And speaking of human-like platforms, the hardware is a “custom Walt Disney Imagineering Audio-Animatronics bust,” which has DoFs that include neck, eyes, eyelids, and eyebrows.

In order to decide on gaze motions, the system first identifies a person to target with its attention using an RGB-D camera. If more than one person is visible, the system calculates a curiosity score for each, currently simplified to be based on how much motion it sees. Depending on which person that the robot can see has the highest curiosity score, the system will choose from a variety of high level gaze behavior states, including:

Read: The Read state can be considered the “default” state of the character. When not executing another state, the robot character will return to the Read state. Here, the character will appear to read a book located at torso level.

Glance: A transition to the Glance state from the Read or Engage states occurs when the attention engine indicates that there is a stimuli with a curiosity score […] above a certain threshold.

Engage: The Engage state occurs when the attention engine indicates that there is a stimuli […] to meet a threshold and can be triggered from both Read and Glance states. This state causes the robot to gaze at the person-of-interest with both the eyes and head.

Acknowledge: The Acknowledge state is triggered from either Engage or Glance states when the person-of-interest is deemed to be familiar to the robot.

Running underneath these higher level behavior states are lower level motion behaviors like breathing, small head movements, eye blinking, and saccades (the quick eye movements that occur when people, or robots, look between two different focal points). The term for this hierarchical behavioral state layering is a subsumption architecture, which goes all the way back to Rodney Brooks’ work on robots like Genghis in the 1980s and Cog and Kismet in the ’90s, and it provides a way for more complex behaviors to emerge from a set of simple, decentralized low-level behaviors.

“25 years on Disney is using my subsumption architecture for humanoid eye control, better and smoother now than our 1995 implementations on Cog and Kismet.”
—Rodney Brooks, MIT emeritus professor

Brooks, an emeritus professor at MIT and, most recently, cofounder and CTO of Robust.ai, tweeted about the Disney project, saying: “People underestimate how long it takes to get from academic paper to real world robotics. 25 years on Disney is using my subsumption architecture for humanoid eye control, better and smoother now than our 1995 implementations on Cog and Kismet.”

From the paper:

Although originally intended for control of mobile robots, we find that the subsumption architecture, as presented in [17], lends itself as a framework for organizing animatronic behaviors. This is due to the analogous use of subsumption in human behavior: human psychomotor behavior can be intuitively modeled as layered behaviors with incoming sensory inputs, where higher behavioral levels are able to subsume lower behaviors. At the lowest level, we have involuntary movements such as heartbeats, breathing and blinking. However, higher behavioral responses can take over and control lower level behaviors, e.g., fight-or-flight response can induce faster heart rate and breathing. As our robot character is modeled after human morphology, mimicking biological behaviors through the use of a bottom-up approach is straightforward.

The result, as the video shows, appears to be quite good, although it’s hard to tell how it would all come together if the robot had more of, you know, a face. But it seems like you don’t necessarily need to have a lifelike humanoid robot to take advantage of this architecture in an HRI context—any robot that wants to make a gaze-based connection with a human could benefit from doing it in a more human-like way.

“Realistic and Interactive Robot Gaze,” by Matthew K.X.J. Pan, Sungjoon Choi, James Kennedy, Kyna McIntosh, Daniel Campos Zamora, Gunter Niemeyer, Joohyung Kim, Alexis Wieland, and David Christensen from Disney Research, California Institute of Technology, University of Illinois at Urbana-Champaign, and Walt Disney Imagineering, was presented at IROS 2020. You can find the full paper, along with a 13-minute video presentation, on the IROS on-demand conference website.

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#437265 This Russian Firm’s Star Designer Is ...

Imagine discovering a new artist or designer—whether visual art, fashion, music, or even writing—and becoming a big fan of her work. You follow her on social media, eagerly anticipate new releases, and chat about her talent with your friends. It’s not long before you want to know more about this creative, inspiring person, so you start doing some research. It’s strange, but there doesn’t seem to be any information about the artist’s past online; you can’t find out where she went to school or who her mentors were.

After some more digging, you find out something totally unexpected: your beloved artist is actually not a person at all—she’s an AI.

Would you be amused? Annoyed? Baffled? Impressed? Probably some combination of all these. If you wanted to ask someone who’s had this experience, you could talk to clients of the biggest multidisciplinary design company in Russia, Art.Lebedev Studio (I know, the period confused me at first too). The studio passed off an AI designer as human for more than a year, and no one caught on.

They gave the AI a human-sounding name—Nikolay Ironov—and it participated in more than 20 different projects that included designing brand logos and building brand identities. According to the studio’s website, several of the logos the AI made attracted “considerable public interest, media attention, and discussion in online communities” due to their unique style.

So how did an AI learn to create such buzz-worthy designs? It was trained using hand-drawn vector images each associated with one or more themes. To start a new design, someone enters a few words describing the client, such as what kind of goods or services they offer. The AI uses those words to find associated images and generate various starter designs, which then go through another series of algorithms that “touch them up.” A human designer then selects the best options to present to the client.

“These systems combined together provide users with the experience of instantly converting a client’s text brief into a corporate identity design pack archive. Within seconds,” said Sergey Kulinkovich, the studio’s art director. He added that clients liked Nikolay Ironov’s work before finding out he was an AI (and liked the media attention their brands got after Ironov’s identity was revealed even more).

Ironov joins a growing group of AI “artists” that are starting to raise questions about the nature of art and creativity. Where do creative ideas come from? What makes a work of art truly great? And when more than one person is involved in making art, who should own the copyright?

Art.Lebedev is far from the first design studio to employ artificial intelligence; Mailchimp is using AI to let businesses design multi-channel marketing campaigns without human designers, and Adobe is marketing its new Sensei product as an AI design assistant.

While art made by algorithms can be unique and impressive, though, there’s one caveat that’s important to keep in mind when we worry about human creativity being rendered obsolete. Here’s the thing: AIs still depend on people to not only program them, but feed them a set of training data on which their intelligence and output are based. Depending on the size and nature of an AI’s input data, its output will look pretty different from that of a similar system, and a big part of the difference will be due to the people that created and trained the AIs.

Admittedly, Nikolay Ironov does outshine his human counterparts in a handful of ways; as the studio’s website points out, he can handle real commercial tasks effectively, he doesn’t sleep, get sick, or have “crippling creative blocks,” and he can complete tasks in a matter of seconds.

Given these superhuman capabilities, then, why even keep human designers on staff? As detailed above, it will be a while before creative firms really need to consider this question on a large scale; for now, it still takes a hard-working creative human to make a fast-producing creative AI.

Image Credit: Art.Lebedev Continue reading

Posted in Human Robots

#437222 China and AI: What the World Can Learn ...

China announced in 2017 its ambition to become the world leader in artificial intelligence (AI) by 2030. While the US still leads in absolute terms, China appears to be making more rapid progress than either the US or the EU, and central and local government spending on AI in China is estimated to be in the tens of billions of dollars.

The move has led—at least in the West—to warnings of a global AI arms race and concerns about the growing reach of China’s authoritarian surveillance state. But treating China as a “villain” in this way is both overly simplistic and potentially costly. While there are undoubtedly aspects of the Chinese government’s approach to AI that are highly concerning and rightly should be condemned, it’s important that this does not cloud all analysis of China’s AI innovation.

The world needs to engage seriously with China’s AI development and take a closer look at what’s really going on. The story is complex and it’s important to highlight where China is making promising advances in useful AI applications and to challenge common misconceptions, as well as to caution against problematic uses.

Nesta has explored the broad spectrum of AI activity in China—the good, the bad, and the unexpected.

The Good
China’s approach to AI development and implementation is fast-paced and pragmatic, oriented towards finding applications which can help solve real-world problems. Rapid progress is being made in the field of healthcare, for example, as China grapples with providing easy access to affordable and high-quality services for its aging population.

Applications include “AI doctor” chatbots, which help to connect communities in remote areas with experienced consultants via telemedicine; machine learning to speed up pharmaceutical research; and the use of deep learning for medical image processing, which can help with the early detection of cancer and other diseases.

Since the outbreak of Covid-19, medical AI applications have surged as Chinese researchers and tech companies have rushed to try and combat the virus by speeding up screening, diagnosis, and new drug development. AI tools used in Wuhan, China, to tackle Covid-19 by helping accelerate CT scan diagnosis are now being used in Italy and have been also offered to the NHS in the UK.

The Bad
But there are also elements of China’s use of AI that are seriously concerning. Positive advances in practical AI applications that are benefiting citizens and society don’t detract from the fact that China’s authoritarian government is also using AI and citizens’ data in ways that violate privacy and civil liberties.

Most disturbingly, reports and leaked documents have revealed the government’s use of facial recognition technologies to enable the surveillance and detention of Muslim ethnic minorities in China’s Xinjiang province.

The emergence of opaque social governance systems that lack accountability mechanisms are also a cause for concern.

In Shanghai’s “smart court” system, for example, AI-generated assessments are used to help with sentencing decisions. But it is difficult for defendants to assess the tool’s potential biases, the quality of the data, and the soundness of the algorithm, making it hard for them to challenge the decisions made.

China’s experience reminds us of the need for transparency and accountability when it comes to AI in public services. Systems must be designed and implemented in ways that are inclusive and protect citizens’ digital rights.

The Unexpected
Commentators have often interpreted the State Council’s 2017 Artificial Intelligence Development Plan as an indication that China’s AI mobilization is a top-down, centrally planned strategy.

But a closer look at the dynamics of China’s AI development reveals the importance of local government in implementing innovation policy. Municipal and provincial governments across China are establishing cross-sector partnerships with research institutions and tech companies to create local AI innovation ecosystems and drive rapid research and development.

Beyond the thriving major cities of Beijing, Shanghai, and Shenzhen, efforts to develop successful innovation hubs are also underway in other regions. A promising example is the city of Hangzhou, in Zhejiang Province, which has established an “AI Town,” clustering together the tech company Alibaba, Zhejiang University, and local businesses to work collaboratively on AI development. China’s local ecosystem approach could offer interesting insights to policymakers in the UK aiming to boost research and innovation outside the capital and tackle longstanding regional economic imbalances.

China’s accelerating AI innovation deserves the world’s full attention, but it is unhelpful to reduce all the many developments into a simplistic narrative about China as a threat or a villain. Observers outside China need to engage seriously with the debate and make more of an effort to understand—and learn from—the nuances of what’s really happening.

This article is republished from The Conversation under a Creative Commons license. Read the original article.

Image Credit: Dominik Vanyi on Unsplash Continue reading

Posted in Human Robots