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#436126 Quantum Computing Gets a Boost From AI ...

Illustration: Greg Mably

Anyone of a certain age who has even a passing interest in computers will remember the remarkable breakthrough that IBM made in 1997 when its Deep Blue chess-playing computer defeated Garry Kasparov, then the world chess champion. Computer scientists passed another such milestone in March 2016, when DeepMind (a subsidiary of Alphabet, Google’s parent company) announced that its AlphaGo program had defeated world-champion player Lee Sedol in the game of Go, a board game that had vexed AI researchers for decades. Recently, DeepMind’s algorithms have also bested human players in the computer games StarCraft IIand Quake Arena III.

Some believe that the cognitive capacities of machines will overtake those of human beings in many spheres within a few decades. Others are more cautious and point out that our inability to understand the source of our own cognitive powers presents a daunting hurdle. How can we make thinking machines if we don’t fully understand our own thought processes?

Citizen science, which enlists masses of people to tackle research problems, holds promise here, in no small part because it can be used effectively to explore the boundary between human and artificial intelligence.

Some citizen-science projects ask the public to collect data from their surroundings (as eButterfly does for butterflies) or to monitor delicate ecosystems (as Eye on the Reef does for Australia’s Great Barrier Reef). Other projects rely on online platforms on which people help to categorize obscure phenomena in the night sky (Zooniverse) or add to the understanding of the structure of proteins (Foldit). Typically, people can contribute to such projects without any prior knowledge of the subject. Their fundamental cognitive skills, like the ability to quickly recognize patterns, are sufficient.

In order to design and develop video games that can allow citizen scientists to tackle scientific problems in a variety of fields, professor and group leader Jacob Sherson founded ScienceAtHome (SAH), at Aarhus University, in Denmark. The group began by considering topics in quantum physics, but today SAH hosts games covering other areas of physics, math, psychology, cognitive science, and behavioral economics. We at SAH search for innovative solutions to real research challenges while providing insight into how people think, both alone and when working in groups.

It is computationally intractable to completely map out a higher-dimensional landscape: It is called the curse of high dimensionality, and it plagues many optimization problems.

We believe that the design of new AI algorithms would benefit greatly from a better understanding of how people solve problems. This surmise has led us to establish the Center for Hybrid Intelligence within SAH, which tries to combine human and artificial intelligence, taking advantage of the particular strengths of each. The center’s focus is on the gamification of scientific research problems and the development of interfaces that allow people to understand and work together with AI.

Our first game, Quantum Moves, was inspired by our group’s research into quantum computers. Such computers can in principle solve certain problems that would take a classical computer billions of years. Quantum computers could challenge current cryptographic protocols, aid in the design of new materials, and give insight into natural processes that require an exact solution of the equations of quantum mechanics—something normal computers are inherently bad at doing.

One candidate system for building such a computer would capture individual atoms by “freezing” them, as it were, in the interference pattern produced when a laser beam is reflected back on itself. The captured atoms can thus be organized like eggs in a carton, forming a periodic crystal of atoms and light. Using these atoms to perform quantum calculations requires that we use tightly focused laser beams, called optical tweezers, to transport the atoms from site to site in the light crystal. This is a tricky business because individual atoms do not behave like particles; instead, they resemble a wavelike liquid governed by the laws of quantum mechanics.

In Quantum Moves, a player manipulates a touch screen or mouse to move a simulated laser tweezer and pick up a trapped atom, represented by a liquidlike substance in a bowl. Then the player must bring the atom back to the tweezer’s initial position while trying to minimize the sloshing of the liquid. Such sloshing would increase the energy of the atom and ultimately introduce errors into the operations of the quantum computer. Therefore, at the end of a move, the liquid should be at a complete standstill.

To understand how people and computers might approach such a task differently, you need to know something about how computerized optimization algorithms work. The countless ways of moving a glass of water without spilling may be regarded as constituting a “solution landscape.” One solution is represented by a single point in that landscape, and the height of that point represents the quality of the solution—how smoothly and quickly the glass of water was moved. This landscape might resemble a mountain range, where the top of each mountain represents a local optimum and where the challenge is to find the highest peak in the range—the global optimum.

Illustration: Greg Mably

Researchers must compromise between searching the landscape for taller mountains (“exploration”) and climbing to the top of the nearest mountain (“exploitation”). Making such a trade-off may seem easy when exploring an actual physical landscape: Merely hike around a bit to get at least the general lay of the land before surveying in greater detail what seems to be the tallest peak. But because each possible way of changing the solution defines a new dimension, a realistic problem can have thousands of dimensions. It is computationally intractable to completely map out such a higher-dimensional landscape. We call this the curse of high dimensionality, and it plagues many optimization problems.

Although algorithms are wonderfully efficient at crawling to the top of a given mountain, finding good ways of searching through the broader landscape poses quite a challenge, one that is at the forefront of AI research into such control problems. The conventional approach is to come up with clever ways of reducing the search space, either through insights generated by researchers or with machine-learning algorithms trained on large data sets.

At SAH, we attacked certain quantum-optimization problems by turning them into a game. Our goal was not to show that people can beat computers in this arena but rather to understand the process of generating insights into such problems. We addressed two core questions: whether allowing players to explore the infinite space of possibilities will help them find good solutions and whether we can learn something by studying their behavior.

Today, more than 250,000 people have played Quantum Moves, and to our surprise, they did in fact search the space of possible moves differently from the algorithm we had put to the task. Specifically, we found that although players could not solve the optimization problem on their own, they were good at searching the broad landscape. The computer algorithms could then take those rough ideas and refine them.

Herbert A. Simon said that “solving a problem simply means representing it so as to make the solution transparent.” Apparently, that’s what our games can do with their novel user interfaces.

Perhaps even more interesting was our discovery that players had two distinct ways of solving the problem, each with a clear physical interpretation. One set of players started by placing the tweezer close to the atom while keeping a barrier between the atom trap and the tweezer. In classical physics, a barrier is an impenetrable obstacle, but because the atom liquid is a quantum-mechanical object, it can tunnel through the barrier into the tweezer, after which the player simply moved the tweezer to the target area. Another set of players moved the tweezer directly into the atom trap, picked up the atom liquid, and brought it back. We called these two strategies the “tunneling” and “shoveling” strategies, respectively.

Such clear strategies are extremely valuable because they are very difficult to obtain directly from an optimization algorithm. Involving humans in the optimization loop can thus help us gain insight into the underlying physical phenomena that are at play, knowledge that may then be transferred to other types of problems.

Quantum Moves raised several obvious issues. First, because generating an exceptional solution required further computer-based optimization, players were unable to get immediate feedback to help them improve their scores, and this often left them feeling frustrated. Second, we had tested this approach on only one scientific challenge with a clear classical analogue, that of the sloshing liquid. We wanted to know whether such gamification could be applied more generally, to a variety of scientific challenges that do not offer such immediately applicable visual analogies.

We address these two concerns in Quantum Moves 2. Here, the player first generates a number of candidate solutions by playing the original game. Then the player chooses which solutions to optimize using a built-in algorithm. As the algorithm improves a player’s solution, it modifies the solution path—the movement of the tweezer—to represent the optimized solution. Guided by this feedback, players can then improve their strategy, come up with a new solution, and iteratively feed it back into this process. This gameplay provides high-level heuristics and adds human intuition to the algorithm. The person and the machine work in tandem—a step toward true hybrid intelligence.

In parallel with the development of Quantum Moves 2, we also studied how people collaboratively solve complex problems. To that end, we opened our atomic physics laboratory to the general public—virtually. We let people from around the world dictate the experiments we would run to see if they would find ways to improve the results we were getting. What results? That’s a little tricky to explain, so we need to pause for a moment and provide a little background on the relevant physics.

One of the essential steps in building the quantum computer along the lines described above is to create the coldest state of matter in the universe, known as a Bose-Einstein condensate. Here millions of atoms oscillate in synchrony to form a wavelike substance, one of the largest purely quantum phenomena known. To create this ultracool state of matter, researchers typically use a combination of laser light and magnetic fields. There is no familiar physical analogy between such a strange state of matter and the phenomena of everyday life.

The result we were seeking in our lab was to create as much of this enigmatic substance as was possible given the equipment available. The sequence of steps to accomplish that was unknown. We hoped that gamification could help to solve this problem, even though it had no classical analogy to present to game players.

Images: ScienceAtHome

Fun and Games: The
Quantum Moves game evolved over time, from a relatively crude early version [top] to its current form [second from top] and then a major revision,
Quantum Moves 2 [third from top].
Skill Lab: Science Detective games [bottom] test players’ cognitive skills.

In October 2016, we released a game that, for two weeks, guided how we created Bose-Einstein condensates in our laboratory. By manipulating simple curves in the game interface, players generated experimental sequences for us to use in producing these condensates—and they did so without needing to know anything about the underlying physics. A player would generate such a solution, and a few minutes later we would run the sequence in our laboratory. The number of ultracold atoms in the resulting Bose-Einstein condensate was measured and fed back to the player as a score. Players could then decide either to try to improve their previous solution or to copy and modify other players’ solutions. About 600 people from all over the world participated, submitting 7,577 solutions in total. Many of them yielded bigger condensates than we had previously produced in the lab.

So this exercise succeeded in achieving our primary goal, but it also allowed us to learn something about human behavior. We learned, for example, that players behave differently based on where they sit on the leaderboard. High-performing players make small changes to their successful solutions (exploitation), while poorly performing players are willing to make more dramatic changes (exploration). As a collective, the players nicely balance exploration and exploitation. How they do so provides valuable inspiration to researchers trying to understand human problem solving in social science as well as to those designing new AI algorithms.

How could mere amateurs outperform experienced experimental physicists? The players certainly weren’t better at physics than the experts—but they could do better because of the way in which the problem was posed. By turning the research challenge into a game, we gave players the chance to explore solutions that had previously required complex programming to study. Indeed, even expert experimentalists improved their solutions dramatically by using this interface.

Insight into why that’s possible can probably be found in the words of the late economics Nobel laureate Herbert A. Simon: “Solving a problem simply means representing it so as to make the solution transparent [PDF].” Apparently, that’s what our games can do with their novel user interfaces. We believe that such interfaces might be a key to using human creativity to solve other complex research problems.

Eventually, we’d like to get a better understanding of why this kind of gamification works as well as it does. A first step would be to collect more data on what the players do while they are playing. But even with massive amounts of data, detecting the subtle patterns underlying human intuition is an overwhelming challenge. To advance, we need a deeper insight into the cognition of the individual players.

As a step forward toward this goal, ScienceAtHome created Skill Lab: Science Detective, a suite of minigames exploring visuospatial reasoning, response inhibition, reaction times, and other basic cognitive skills. Then we compare players’ performance in the games with how well these same people did on established psychological tests of those abilities. The point is to allow players to assess their own cognitive strengths and weaknesses while donating their data for further public research.

In the fall of 2018 we launched a prototype of this large-scale profiling in collaboration with the Danish Broadcasting Corp. Since then more than 20,000 people have participated, and in part because of the publicity granted by the public-service channel, participation has been very evenly distributed across ages and by gender. Such broad appeal is rare in social science, where the test population is typically drawn from a very narrow demographic, such as college students.

Never before has such a large academic experiment in human cognition been conducted. We expect to gain new insights into many things, among them how combinations of cognitive abilities sharpen or decline with age, what characteristics may be used to prescreen for mental illnesses, and how to optimize the building of teams in our work lives.

And so what started as a fun exercise in the weird world of quantum mechanics has now become an exercise in understanding the nuances of what makes us human. While we still seek to understand atoms, we can now aspire to understand people’s minds as well.

This article appears in the November 2019 print issue as “A Man-Machine Mind Meld for Quantum Computing.”

About the Authors
Ottó Elíasson, Carrie Weidner, Janet Rafner, and Shaeema Zaman Ahmed work with the ScienceAtHome project at Aarhus University in Denmark. Continue reading

Posted in Human Robots

#436094 Agility Robotics Unveils Upgraded Digit ...

Last time we saw Agility Robotics’ Digit biped, it was picking up a box from a Ford delivery van and autonomously dropping it off on a porch, while at the same time managing to not trip over stairs, grass, or small children. As a demo, it was pretty impressive, but of course there’s an enormous gap between making a video of a robot doing a successful autonomous delivery and letting that robot out into the semi-structured world and expecting it to reliably do a good job.

Agility Robotics is aware of this, of course, and over the last six months they’ve been making substantial improvements to Digit to make it more capable and robust. A new video posted today shows what’s new with the latest version of Digit—Digit v2.

We appreciate Agility Robotics foregoing music in the video, which lets us hear exactly what Digit sounds like in operation. The most noticeable changes are in Digit’s feet, torso, and arms, and I was particularly impressed to see Digit reposition the box on the table before grasping it to make sure that it could get a good grip. Otherwise, it’s hard to tell what’s new, so we asked Agility Robotics’ CEO Damion Shelton to get us up to speed.

IEEE Spectrum: Can you summarize the differences between Digit v1 and v2? We’re particularly interested in the new feet.

Damion Shelton: The feet now include a roll degree of freedom, so that Digit can resist lateral forces without needing to side step. This allows Digit v2 to balance on one foot statically, which Digit v1 and Cassie could not do. The larger foot also dramatically decreases load per unit area, for improved performance on very soft surfaces like sand.

The perception stack includes four Intel RealSense cameras used for obstacle detection and pick/place, plus the lidar. In Digit v1, the perception systems were brought up incrementally over time for development purposes. In Digit v2, all perception systems are active from the beginning and tied to a dedicated computer. The perception system is used for a number of additional things beyond manipulation, which we’ll start to show in the next few weeks.

The torso changes are a bit more behind-the-scenes. All of the electronics in it are now fully custom, thermally managed, and environmentally sealed. We’ve also included power and ethernet to a payload bay that can fit either a NUC or Jetson module (or other customer payload).

What exactly are we seeing in the video in terms of Digit’s autonomous capabilities?

At the moment this is a demonstration of shared autonomy. Picking and placing the box is fully autonomous. Balance and footstep placement are fully autonomous, but guidance and obstacle avoidance are under local teleop. It’s no longer a radio controller as in early videos; we’re not ready to reveal our current controller design but it’s a reasonably significant upgrade. This is v2 hardware, so there’s one more full version in development prior to the 2020 launch, which will expand the autonomy envelope significantly.

“This is a demonstration of shared autonomy. Picking and placing the box is fully autonomous. Balance and footstep placement are fully autonomous, but guidance and obstacle avoidance are under local teleop. It’s no longer a radio controller as in early videos; we’re not ready to reveal our current controller design but it’s a reasonably significant upgrade”
—Damion Shelton, Agility Robotics

What are some unique features or capabilities of Digit v2 that might not be obvious from the video?

For those who’ve used Cassie robots, the power-up and power-down ergonomics are a lot more user friendly. Digit can be disassembled into carry-on luggage sized pieces (give or take) in under 5 minutes for easy transport. The battery charges in-situ using a normal laptop-style charger.

I’m curious about this “stompy” sort of gait that we see in Digit and many other bipedal robots—are there significant challenges or drawbacks to implementing a more human-like (and presumably quieter) heel-toe gait?

There are no drawbacks other than increased complexity in controls and foot design. With Digit v2, the larger surface area helps with the noise, and v2 has similar or better passive-dynamic performance as compared to Cassie or Digit v1. The foot design is brand new, and new behaviors like heel-toe are an active area of development.

How close is Digit v2 to a system that you’d be comfortable operating commercially?

We’re on track for a 2020 launch for Digit v3. Changes from v2 to v3 are mostly bug-fix in nature, with a few regulatory upgrades like full battery certification. Safety is a major concern for us, and we have launch customers that will be operating Digit in a safe environment, with a phased approach to relaxing operational constraints. Digit operates almost exclusively under force control (as with cobots more generally), but at the moment we’ll err on the side of caution during operation until we have the stats to back up safety and reliability. The legged robot industry has too much potential for us to screw it up by behaving irresponsibly.

It will be a while before Digit (or any other humanoid robot) is operating fully autonomously in crowds of people, but there are so many large market opportunities (think indoor factory/warehouse environments) to address prior to that point that we expect to mature the operational safety side of things well in advance of having saturated the more robot-tolerant markets.

[ Agility Robotics ] Continue reading

Posted in Human Robots

#435765 The Four Converging Technologies Giving ...

How each of us sees the world is about to change dramatically.

For all of human history, the experience of looking at the world was roughly the same for everyone. But boundaries between the digital and physical are beginning to fade.

The world around us is gaining layer upon layer of digitized, virtually overlaid information—making it rich, meaningful, and interactive. As a result, our respective experiences of the same environment are becoming vastly different, personalized to our goals, dreams, and desires.

Welcome to Web 3.0, or the Spatial Web. In version 1.0, static documents and read-only interactions limited the internet to one-way exchanges. Web 2.0 provided quite an upgrade, introducing multimedia content, interactive web pages, and participatory social media. Yet, all this was still mediated by two-dimensional screens.

Today, we are witnessing the rise of Web 3.0, riding the convergence of high-bandwidth 5G connectivity, rapidly evolving AR eyewear, an emerging trillion-sensor economy, and powerful artificial intelligence.

As a result, we will soon be able to superimpose digital information atop any physical surrounding—freeing our eyes from the tyranny of the screen, immersing us in smart environments, and making our world endlessly dynamic.

In the third post of our five-part series on augmented reality, we will explore the convergence of AR, AI, sensors, and blockchain and dive into the implications through a key use case in manufacturing.

A Tale of Convergence
Let’s deconstruct everything beneath the sleek AR display.

It all begins with graphics processing units (GPUs)—electric circuits that perform rapid calculations to render images. (GPUs can be found in mobile phones, game consoles, and computers.)

However, because AR requires such extensive computing power, single GPUs will not suffice. Instead, blockchain can now enable distributed GPU processing power, and blockchains specifically dedicated to AR holographic processing are on the rise.

Next up, cameras and sensors will aggregate real-time data from any environment to seamlessly integrate physical and virtual worlds. Meanwhile, body-tracking sensors are critical for aligning a user’s self-rendering in AR with a virtually enhanced environment. Depth sensors then provide data for 3D spatial maps, while cameras absorb more surface-level, detailed visual input. In some cases, sensors might even collect biometric data, such as heart rate and brain activity, to incorporate health-related feedback in our everyday AR interfaces and personal recommendation engines.

The next step in the pipeline involves none other than AI. Processing enormous volumes of data instantaneously, embedded AI algorithms will power customized AR experiences in everything from artistic virtual overlays to personalized dietary annotations.

In retail, AIs will use your purchasing history, current closet inventory, and possibly even mood indicators to display digitally rendered items most suitable for your wardrobe, tailored to your measurements.

In healthcare, smart AR glasses will provide physicians with immediately accessible and maximally relevant information (parsed from the entirety of a patient’s medical records and current research) to aid in accurate diagnoses and treatments, freeing doctors to engage in the more human-centric tasks of establishing trust, educating patients and demonstrating empathy.

Image Credit: PHD Ventures.
Convergence in Manufacturing
One of the nearest-term use cases of AR is manufacturing, as large producers begin dedicating capital to enterprise AR headsets. And over the next ten years, AR will converge with AI, sensors, and blockchain to multiply manufacturer productivity and employee experience.

(1) Convergence with AI
In initial application, digital guides superimposed on production tables will vastly improve employee accuracy and speed, while minimizing error rates.

Already, the International Air Transport Association (IATA) — whose airlines supply 82 percent of air travel — recently implemented industrial tech company Atheer’s AR headsets in cargo management. And with barely any delay, IATA reported a whopping 30 percent improvement in cargo handling speed and no less than a 90 percent reduction in errors.

With similar success rates, Boeing brought Skylight’s smart AR glasses to the runway, now used in the manufacturing of hundreds of airplanes. Sure enough—the aerospace giant has now seen a 25 percent drop in production time and near-zero error rates.

Beyond cargo management and air travel, however, smart AR headsets will also enable on-the-job training without reducing the productivity of other workers or sacrificing hardware. Jaguar Land Rover, for instance, implemented Bosch’s Re’flekt One AR solution to gear technicians with “x-ray” vision: allowing them to visualize the insides of Range Rover Sport vehicles without removing any dashboards.

And as enterprise capabilities continue to soar, AIs will soon become the go-to experts, offering support to manufacturers in need of assembly assistance. Instant guidance and real-time feedback will dramatically reduce production downtime, boost overall output, and even help customers struggling with DIY assembly at home.

Perhaps one of the most profitable business opportunities, AR guidance through centralized AI systems will also serve to mitigate supply chain inefficiencies at extraordinary scale. Coordinating moving parts, eliminating the need for manned scanners at each checkpoint, and directing traffic within warehouses, joint AI-AR systems will vastly improve workflow while overseeing quality assurance.

After its initial implementation of AR “vision picking” in 2015, leading courier company DHL recently announced it would continue to use Google’s newest smart lens in warehouses across the world. Motivated by the initial group’s reported 15 percent jump in productivity, DHL’s decision is part of the logistics giant’s $300 million investment in new technologies.

And as direct-to-consumer e-commerce fundamentally transforms the retail sector, supply chain optimization will only grow increasingly vital. AR could very well prove the definitive step for gaining a competitive edge in delivery speeds.

As explained by Vital Enterprises CEO Ash Eldritch, “All these technologies that are coming together around artificial intelligence are going to augment the capabilities of the worker and that’s very powerful. I call it Augmented Intelligence. The idea is that you can take someone of a certain skill level and by augmenting them with artificial intelligence via augmented reality and the Internet of Things, you can elevate the skill level of that worker.”

Already, large producers like Goodyear, thyssenkrupp, and Johnson Controls are using the Microsoft HoloLens 2—priced at $3,500 per headset—for manufacturing and design purposes.

Perhaps the most heartening outcome of the AI-AR convergence is that, rather than replacing humans in manufacturing, AR is an ideal interface for human collaboration with AI. And as AI merges with human capital, prepare to see exponential improvements in productivity, professional training, and product quality.

(2) Convergence with Sensors
On the hardware front, these AI-AR systems will require a mass proliferation of sensors to detect the external environment and apply computer vision in AI decision-making.

To measure depth, for instance, some scanning depth sensors project a structured pattern of infrared light dots onto a scene, detecting and analyzing reflected light to generate 3D maps of the environment. Stereoscopic imaging, using two lenses, has also been commonly used for depth measurements. But leading technology like Microsoft’s HoloLens 2 and Intel’s RealSense 400-series camera implement a new method called “phased time-of-flight” (ToF).

In ToF sensing, the HoloLens 2 uses numerous lasers, each with 100 milliwatts (mW) of power, in quick bursts. The distance between nearby objects and the headset wearer is then measured by the amount of light in the return beam that has shifted from the original signal. Finally, the phase difference reveals the location of each object within the field of view, which enables accurate hand-tracking and surface reconstruction.

With a far lower computing power requirement, the phased ToF sensor is also more durable than stereoscopic sensing, which relies on the precise alignment of two prisms. The phased ToF sensor’s silicon base also makes it easily mass-produced, rendering the HoloLens 2 a far better candidate for widespread consumer adoption.

To apply inertial measurement—typically used in airplanes and spacecraft—the HoloLens 2 additionally uses a built-in accelerometer, gyroscope, and magnetometer. Further equipped with four “environment understanding cameras” that track head movements, the headset also uses a 2.4MP HD photographic video camera and ambient light sensor that work in concert to enable advanced computer vision.

For natural viewing experiences, sensor-supplied gaze tracking increasingly creates depth in digital displays. Nvidia’s work on Foveated AR Display, for instance, brings the primary foveal area into focus, while peripheral regions fall into a softer background— mimicking natural visual perception and concentrating computing power on the area that needs it most.

Gaze tracking sensors are also slated to grant users control over their (now immersive) screens without any hand gestures. Conducting simple visual cues, even staring at an object for more than three seconds, will activate commands instantaneously.

And our manufacturing example above is not the only one. Stacked convergence of blockchain, sensors, AI and AR will disrupt almost every major industry.

Take healthcare, for example, wherein biometric sensors will soon customize users’ AR experiences. Already, MIT Media Lab’s Deep Reality group has created an underwater VR relaxation experience that responds to real-time brain activity detected by a modified version of the Muse EEG. The experience even adapts to users’ biometric data, from heart rate to electro dermal activity (inputted from an Empatica E4 wristband).

Now rapidly dematerializing, sensors will converge with AR to improve physical-digital surface integration, intuitive hand and eye controls, and an increasingly personalized augmented world. Keep an eye on companies like MicroVision, now making tremendous leaps in sensor technology.

While I’ll be doing a deep dive into sensor applications across each industry in our next blog, it’s critical to first discuss how we might power sensor- and AI-driven augmented worlds.

(3) Convergence with Blockchain
Because AR requires much more compute power than typical 2D experiences, centralized GPUs and cloud computing systems are hard at work to provide the necessary infrastructure. Nonetheless, the workload is taxing and blockchain may prove the best solution.

A major player in this pursuit, Otoy aims to create the largest distributed GPU network in the world, called the Render Network RNDR. Built specifically on the Ethereum blockchain for holographic media, and undergoing Beta testing, this network is set to revolutionize AR deployment accessibility.

Alphabet Chairman Eric Schmidt (an investor in Otoy’s network), has even said, “I predicted that 90% of computing would eventually reside in the web based cloud… Otoy has created a remarkable technology which moves that last 10%—high-end graphics processing—entirely to the cloud. This is a disruptive and important achievement. In my view, it marks the tipping point where the web replaces the PC as the dominant computing platform of the future.”

Leveraging the crowd, RNDR allows anyone with a GPU to contribute their power to the network for a commission of up to $300 a month in RNDR tokens. These can then be redeemed in cash or used to create users’ own AR content.

In a double win, Otoy’s blockchain network and similar iterations not only allow designers to profit when not using their GPUs, but also democratize the experience for newer artists in the field.

And beyond these networks’ power suppliers, distributing GPU processing power will allow more manufacturing companies to access AR design tools and customize learning experiences. By further dispersing content creation across a broad network of individuals, blockchain also has the valuable potential to boost AR hardware investment across a number of industry beneficiaries.

On the consumer side, startups like Scanetchain are also entering the blockchain-AR space for a different reason. Allowing users to scan items with their smartphone, Scanetchain’s app provides access to a trove of information, from manufacturer and price, to origin and shipping details.

Based on NEM (a peer-to-peer cryptocurrency that implements a blockchain consensus algorithm), the app aims to make information far more accessible and, in the process, create a social network of purchasing behavior. Users earn tokens by watching ads, and all transactions are hashed into blocks and securely recorded.

The writing is on the wall—our future of brick-and-mortar retail will largely lean on blockchain to create the necessary digital links.

Final Thoughts
Integrating AI into AR creates an “auto-magical” manufacturing pipeline that will fundamentally transform the industry, cutting down on marginal costs, reducing inefficiencies and waste, and maximizing employee productivity.

Bolstering the AI-AR convergence, sensor technology is already blurring the boundaries between our augmented and physical worlds, soon to be near-undetectable. While intuitive hand and eye motions dictate commands in a hands-free interface, biometric data is poised to customize each AR experience to be far more in touch with our mental and physical health.

And underpinning it all, distributed computing power with blockchain networks like RNDR will democratize AR, boosting global consumer adoption at plummeting price points.

As AR soars in importance—whether in retail, manufacturing, entertainment, or beyond—the stacked convergence discussed above merits significant investment over the next decade. The augmented world is only just getting started.

Join Me
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This article originally appeared on Diamandis.com

Image Credit: Funky Focus / Pixabay Continue reading

Posted in Human Robots

#435722 Stochastic Robots Use Randomness to ...

The idea behind swarm robots is to replace discrete, expensive, breakable uni-tasking components with a whole bunch of much simpler, cheaper, and replaceable robots that can work together to do the same sorts of tasks. Unfortunately, all of those swarm robots end up needing their own computing and communications and stuff if you want to get them to do what you want them to do.

A different approach to swarm robotics is to use a swarm of much cheaper robots that are far less intelligent. In fact, they may not have to be intelligent at all, if you can rely on their physical characteristics to drive them instead. These swarms are “stochastic,” meaning that their motions are randomly determined, but if you’re clever and careful, you can still get them to do specific things.

Georgia Tech has developed some little swarm robots called “smarticles” that can’t really do much at all on their own, but once you put them together into a jumble, their randomness can actually accomplish something.

Honestly, calling these particle robots “smart” might be giving them a bit too much credit, because they’re actually kind of dumb and strictly speaking not capable of all that much on their own. A single smarticle weighs 35 grams, and consists of some little 3D-printed flappy bits attached to servos, plus an Arduino Pro Mini, a battery, and a light or sound sensor. When its little flappy bits are activated, each smarticle can move slightly, but a single one mostly just moves around in a square and then will gradually drift in a mostly random direction over time.

It gets more interesting when you throw a whole bunch of smarticles into a constrained area. A small collection of five or 10 smarticles constrained together form a “supersmarticle,” but besides being in close proximity to one another, the smarticles within the supersmarticle aren’t communicating or anything like that. As far as each smarticle is concerned, they’re independent, but weirdly, a bumble of them can work together without working together.

“These are very rudimentary robots whose behavior is dominated by mechanics and the laws of physics,” said Dan Goldman, a Dunn Family Professor in the School of Physics at the Georgia Institute of Technology.

The researchers noticed that if one small robot stopped moving, perhaps because its battery died, the group of smarticles would begin moving in the direction of that stalled robot. Graduate student Ross Warkentin learned he could control the movement by adding photo sensors to the robots that halt the arm flapping when a strong beam of light hits one of them.

“If you angle the flashlight just right, you can highlight the robot you want to be inactive, and that causes the ring to lurch toward or away from it, even though no robots are programmed to move toward the light,” Goldman said. “That allowed steering of the ensemble in a very rudimentary, stochastic way.”

It turns out that it’s possible to model this behavior, and control a supersmarticle with enough fidelity to steer it through a maze. And while these particular smarticles aren’t all that small, strictly speaking, the idea is to develop techniques that will work when robots are scaled way way down to the point where you can't physically fit useful computing in there at all.

The researchers are also working on some other concepts, like these:

Image: Science Robotics

The Georgia Tech researchers envision stochastic robot swarms that don’t have a perfectly defined shape or delineation but are capable of self-propulsion, relying on the ensemble-level behaviors that lead to collective locomotion. In such a robot, the researchers say, groups of largely generic agents may be able to achieve complex goals, as observed in biological collectives.

Er, yeah. I’m…not sure I really want there to be a bipedal humanoid robot built out of a bunch of tiny robots. Like, that seems creepy somehow, you know? I’m totally okay with slugs, but let’s not get crazy.

“A robot made of robots: Emergent transport and control of a smarticle ensemble, by William Savoie, Thomas A. Berrueta, Zachary Jackson, Ana Pervan, Ross Warkentin, Shengkai Li, Todd D. Murphey, Kurt Wiesenfeld, and Daniel I. Goldman” from the Georgia Institute of Technology, appears in the current issue of Science Robotics. Continue reading

Posted in Human Robots

#435691 Squeezing Rocket Fuel From Moon Rocks

Illustration: John MacNeill

Engineers and Architects Are Already Designing Lunar Habitats
Squeezing Rocket Fuel From Moon Rocks
Robots Will Navigate the Moon With Maps They Make Themselves
Kim Stanley Robinson Built a Moon Base in His Mind

The most valuable natural resource on the moon may be water. In addition to sustaining lunar colonists, it could also be broken down into its constituent elements—hydrogen and oxygen—and used to make rocket propellant.

Although the ancients called the dark areas on the moon maria (Latin for “seas”), it has long been clear that liquid water can’t exist on the lunar surface, where it would swiftly evaporate. Since the 1960s, though, scientists have hypothesized that the moon indeed harbors water, in the form of ice. Because the moon has a very small axial tilt—just 1.5 degrees—the floors of many polar craters remain in perpetual darkness. Water could thus condense and survive in such polar “cold traps,” where it might one day be mined.

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Water Water Everywhere: Finding rich deposits of ice and extracting it should be possible but will be technically challenging for lunar settlers. Illustration: John MacNeill

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Mapping the Moon: Several lunar missions have produced strong evidence of water ice. A NASA instrument called the Moon Mineralogy Mapper (M3) found indications of water ice on the permanently shadowed floors of some polar craters. However, the measurements suggest that only a small fraction of cold traps contain ice [colored areas], and that the ice is probably mixed with lunar regolith. Data source.

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Rover-Mounted Drill: The most straightforward strategy for extracting water from polar ice deposits uses a rover-mounted drill. Honeybee Robotics has designed a Planetary Volatiles Extractor with a heated auger, which would cause any water ice in the drilled regolith to vaporize. That vapor would then move through a tube to a condenser unit, where it would turn back into ice. Illustration: John MacNeill

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Thermal Mining: A more ambitious scheme for extracting water from the moon is “thermal mining.” Researchers at the Colorado School of Mines have proposed redirecting the sun’s rays , using heliostats mounted on a crater rim. Water trapped in the regolith would turn into vapor that would be collected in a large tent, then vented into refrigerated cold traps, where it would condense as pure water ice. Illustration: John MacNeill

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Compressed-Gas Transport: To produce rocket fuel from water ice would require an electrolyzer to break the water into hydrogen and oxygen, which would then be compressed and stored for later use. In situ production would also require vehicles to transport the processed fuel to rocket pads. Illustration: John MacNeill

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Posted in Human Robots