Tag Archives: smartphone
It’s the end of a long day in your apartment in the early 2040s. You decide your work is done for the day, stand up from your desk, and yawn. “Time for a film!” you say. The house responds to your cues. The desk splits into hundreds of tiny pieces, which flow behind you and take on shape again as a couch. The computer screen you were working on flows up the wall and expands into a flat projection screen. You relax into the couch and, after a few seconds, a remote control surfaces from one of its arms.
In a few seconds flat, you’ve gone from a neatly-equipped office to a home cinema…all within the same four walls. Who needs more than one room?
This is the dream of those who work on “programmable matter.”
In his recent book about AI, Max Tegmark makes a distinction between three different levels of computational sophistication for organisms. Life 1.0 is single-celled organisms like bacteria; here, hardware is indistinguishable from software. The behavior of the bacteria is encoded into its DNA; it cannot learn new things.
Life 2.0 is where humans live on the spectrum. We are more or less stuck with our hardware, but we can change our software by choosing to learn different things, say, Spanish instead of Italian. Much like managing space on your smartphone, your brain’s hardware will allow you to download only a certain number of packages, but, at least theoretically, you can learn new behaviors without changing your underlying genetic code.
Life 3.0 marks a step-change from this: creatures that can change both their hardware and software in something like a feedback loop. This is what Tegmark views as a true artificial intelligence—one that can learn to change its own base code, leading to an explosion in intelligence. Perhaps, with CRISPR and other gene-editing techniques, we could be using our “software” to doctor our “hardware” before too long.
Programmable matter extends this analogy to the things in our world: what if your sofa could “learn” how to become a writing desk? What if, instead of a Swiss Army knife with dozens of tool attachments, you just had a single tool that “knew” how to become any other tool you could require, on command? In the crowded cities of the future, could houses be replaced by single, OmniRoom apartments? It would save space, and perhaps resources too.
Such are the dreams, anyway.
But when engineering and manufacturing individual gadgets is such a complex process, you can imagine that making stuff that can turn into many different items can be extremely complicated. Professor Skylar Tibbits at MIT referred to it as 4D printing in a TED Talk, and the website for his research group, the Self-Assembly Lab, excitedly claims, “We have also identified the key ingredients for self-assembly as a simple set of responsive building blocks, energy and interactions that can be designed within nearly every material and machining process available. Self-assembly promises to enable breakthroughs across many disciplines, from biology to material science, software, robotics, manufacturing, transportation, infrastructure, construction, the arts, and even space exploration.”
Naturally, their projects are still in the early stages, but the Self-Assembly Lab and others are genuinely exploring just the kind of science fiction applications we mooted.
For example, there’s the cell-phone self-assembly project, which brings to mind eerie, 24/7 factories where mobile phones assemble themselves from 3D printed kits without human or robotic intervention. Okay, so the phones they’re making are hardly going to fly off the shelves as fashion items, but if all you want is something that works, it could cut manufacturing costs substantially and automate even more of the process.
One of the major hurdles to overcome in making programmable matter a reality is choosing the right fundamental building blocks. There’s a very important balance to strike. To create fine details, you need to have things that aren’t too big, so as to keep your rearranged matter from being too lumpy. This might make the building blocks useless for certain applications—for example, if you wanted to make tools for fine manipulation. With big pieces, it might be difficult to simulate a range of textures. On the other hand, if the pieces are too small, different problems can arise.
Imagine a setup where each piece is a small robot. You have to contain the robot’s power source and its brain, or at least some kind of signal-generator and signal-processor, all in the same compact unit. Perhaps you can imagine that one might be able to simulate a range of textures and strengths by changing the strength of the “bond” between individual units—your desk might need to be a little bit more firm than your bed, which might be nicer with a little more give.
Early steps toward creating this kind of matter have been taken by those who are developing modular robots. There are plenty of different groups working on this, including MIT, Lausanne, and the University of Brussels.
In the latter configuration, one individual robot acts as a centralized decision-maker, referred to as the brain unit, but additional robots can autonomously join the brain unit as and when needed to change the shape and structure of the overall system. Although the system is only ten units at present, it’s a proof-of-concept that control can be orchestrated over a modular system of robots; perhaps in the future, smaller versions of the same thing could be the components of Stuff 3.0.
You can imagine that with machine learning algorithms, such swarms of robots might be able to negotiate obstacles and respond to a changing environment more easily than an individual robot (those of you with techno-fear may read “respond to a changing environment” and imagine a robot seamlessly rearranging itself to allow a bullet to pass straight through without harm).
Speaking of robotics, the form of an ideal robot has been a subject of much debate. In fact, one of the major recent robotics competitions—DARPA’s Robotics Challenge—was won by a robot that could adapt, beating Boston Dynamics’ infamous ATLAS humanoid with the simple addition of a wheel that allowed it to drive as well as walk.
Rather than building robots into a humanoid shape (only sometimes useful), allowing them to evolve and discover the ideal form for performing whatever you’ve tasked them to do could prove far more useful. This is particularly true in disaster response, where expensive robots can still be more valuable than humans, but conditions can be very unpredictable and adaptability is key.
Further afield, many futurists imagine “foglets” as the tiny nanobots that will be capable of constructing anything from raw materials, somewhat like the “Santa Claus machine.” But you don’t necessarily need anything quite so indistinguishable from magic to be useful. Programmable matter that can respond and adapt to its surroundings could be used in all kinds of industrial applications. How about a pipe that can strengthen or weaken at will, or divert its direction on command?
We’re some way off from being able to order our beds to turn into bicycles. As with many tech ideas, it may turn out that the traditional low-tech solution is far more practical and cost-effective, even as we can imagine alternatives. But as the march to put a chip in every conceivable object goes on, it seems certain that inanimate objects are about to get a lot more animated.
Image Credit: PeterVrabel / Shutterstock.com Continue reading
You might be really pleased with the camera technology in your latest smartphone, which can recognize your face and take slow-mo video in ultra-high definition. But these technological feats are just the start of a larger revolution that is underway.
The latest camera research is shifting away from increasing the number of mega-pixels towards fusing camera data with computational processing. By that, we don’t mean the Photoshop style of processing where effects and filters are added to a picture, but rather a radical new approach where the incoming data may not actually look like at an image at all. It only becomes an image after a series of computational steps that often involve complex mathematics and modeling how light travels through the scene or the camera.
This additional layer of computational processing magically frees us from the chains of conventional imaging techniques. One day we may not even need cameras in the conventional sense any more. Instead we will use light detectors that only a few years ago we would never have considered any use for imaging. And they will be able to do incredible things, like see through fog, inside the human body and even behind walls.
Single Pixel Cameras
One extreme example is the single pixel camera, which relies on a beautifully simple principle. Typical cameras use lots of pixels (tiny sensor elements) to capture a scene that is likely illuminated by a single light source. But you can also do things the other way around, capturing information from many light sources with a single pixel.
To do this you need a controlled light source, for example a simple data projector that illuminates the scene one spot at a time or with a series of different patterns. For each illumination spot or pattern, you then measure the amount of light reflected and add everything together to create the final image.
Clearly the disadvantage of taking a photo in this is way is that you have to send out lots of illumination spots or patterns in order to produce one image (which would take just one snapshot with a regular camera). But this form of imaging would allow you to create otherwise impossible cameras, for example that work at wavelengths of light beyond the visible spectrum, where good detectors cannot be made into cameras.
These cameras could be used to take photos through fog or thick falling snow. Or they could mimic the eyes of some animals and automatically increase an image’s resolution (the amount of detail it captures) depending on what’s in the scene.
It is even possible to capture images from light particles that have never even interacted with the object we want to photograph. This would take advantage of the idea of “quantum entanglement,” that two particles can be connected in a way that means whatever happens to one happens to the other, even if they are a long distance apart. This has intriguing possibilities for looking at objects whose properties might change when lit up, such as the eye. For example, does a retina look the same when in darkness as in light?
Single-pixel imaging is just one of the simplest innovations in upcoming camera technology and relies, on the face of it, on the traditional concept of what forms a picture. But we are currently witnessing a surge of interest for systems that use lots of information but traditional techniques only collect a small part of it.
This is where we could use multi-sensor approaches that involve many different detectors pointed at the same scene. The Hubble telescope was a pioneering example of this, producing pictures made from combinations of many different images taken at different wavelengths. But now you can buy commercial versions of this kind of technology, such as the Lytro camera that collects information about light intensity and direction on the same sensor, to produce images that can be refocused after the image has been taken.
The next generation camera will probably look something like the Light L16 camera, which features ground-breaking technology based on more than ten different sensors. Their data are combined using a computer to provide a 50 MB, re-focusable and re-zoomable, professional-quality image. The camera itself looks like a very exciting Picasso interpretation of a crazy cell-phone camera.
Yet these are just the first steps towards a new generation of cameras that will change the way in which we think of and take images. Researchers are also working hard on the problem of seeing through fog, seeing behind walls, and even imaging deep inside the human body and brain.
All of these techniques rely on combining images with models that explain how light travels through through or around different substances.
Another interesting approach that is gaining ground relies on artificial intelligence to “learn” to recognize objects from the data. These techniques are inspired by learning processes in the human brain and are likely to play a major role in future imaging systems.
Single photon and quantum imaging technologies are also maturing to the point that they can take pictures with incredibly low light levels and videos with incredibly fast speeds reaching a trillion frames per second. This is enough to even capture images of light itself traveling across as scene.
Some of these applications might require a little time to fully develop, but we now know that the underlying physics should allow us to solve these and other problems through a clever combination of new technology and computational ingenuity.
This article was originally published on The Conversation. Read the original article.
Image Credit: Sylvia Adams / Shutterstock.com Continue reading