Tag Archives: blue

#436165 Video Friday: DJI’s Mavic Mini Is ...

Video Friday is your weekly selection of awesome robotics videos, collected by your Automaton bloggers. We’ll also be posting a weekly calendar of upcoming robotics events for the next few months; here’s what we have so far (send us your events!):

IROS 2019 – November 4-8, 2019 – Macau
Let us know if you have suggestions for next week, and enjoy today’s videos.

DJI’s new Mavic Mini looks like a pretty great drone for US $400 ($500 for a combo with more accessories): It’s tiny, flies for 30 minutes, and will do what you need as far as pictures and video (although not a whole lot more).

DJI seems to have put a bunch of effort into making the drone 249 grams, 1 gram under what’s required for FAA registration. That means you save $5 and a few minutes of your time, but that does not mean you don’t have to follow the FAA’s rules and regulations governing drone use.

[ DJI ]

Don’t panic, but Clearpath and HEBI Robotics have armed the Jackal:

After locking eyes across a crowded room at ICRA 2019, Clearpath Robotics and HEBI Robotics basked in that warm and fuzzy feeling that comes with starting a new and exciting relationship. Over a conference hall coffee, they learned that the two companies have many overlapping interests. The most compelling was the realization that customers across a variety of industries are hunting for an elusive true love of their own – a robust but compact robotic platform combined with a long reach manipulator for remote inspection tasks.

After ICRA concluded, Arron Griffiths, Application Engineer at Clearpath, and Matthew Tesch, Software Engineer at HEBI, kept in touch and decided there had been enough magic in the air to warrant further exploration. A couple of months later, Matthew arrived at Clearpath to formally introduce the HEBI’s X-Series Arm to Clearpath’s Jackal UGV. It was love.

[ Clearpath ]

Thanks Dave!

I’m really not a fan of the people-carrying drones, but heavy lift cargo drones seem like a more okay idea.

Volocopter, the pioneer in Urban Air Mobility, presented the demonstrator of its VoloDrone. This marks Volocopters expansion into the logistics, agriculture, infrastructure and public services industry. The VoloDrone is an unmanned, fully electric, heavy-lift utility drone capable of carrying a payload of 200 kg (440 lbs) up to 40 km (25 miles). With a standardized payload attachment, VoloDrone can serve a great variety of purposes from transporting boxes, to liquids, to equipment and beyond. It can be remotely piloted or flown in automated mode on pre-set routes.

[ Volocopter ]

JAY is a mobile service robot that projects a display on the floor and plays sound with its speaker. By playing sounds and videos, it provides visual and audio entertainment in various places such as exhibition halls, airports, hotels, department stores and more.

[ Rainbow Robotics ]

The DARPA Subterranean Challenge Virtual Tunnel Circuit concluded this week—it was the same idea as the physical challenge that took place in August, just with a lot less IRL dirt.

The awards ceremony and team presentations are in this next video, and we’ll have more on this once we get back from IROS.

[ DARPA SubT ]

NASA is sending a mobile robot to the south pole of the Moon to get a close-up view of the location and concentration of water ice in the region and for the first time ever, actually sample the water ice at the same pole where the first woman and next man will land in 2024 under the Artemis program.

About the size of a golf cart, the Volatiles Investigating Polar Exploration Rover, or VIPER, will roam several miles, using its four science instruments — including a 1-meter drill — to sample various soil environments. Planned for delivery in December 2022, VIPER will collect about 100 days of data that will be used to inform development of the first global water resource maps of the Moon.

[ NASA ]

Happy Halloween from HEBI Robotics!

[ HEBI ]

Happy Halloween from Soft Robotics!

[ Soft Robotics ]

Halloween must be really, really confusing for autonomous cars.

[ Waymo ]

Once a year at Halloween, hardworking JPL engineers put their skills to the test in a highly competitive pumpkin carving contest. The result: A pumpkin gently landed on the Moon, its retrorockets smoldering, while across the room a Nemo-inspired pumpkin explored the sub-surface ocean of Jupiter moon Europa. Suffice to say that when the scientists and engineers at NASA’s Jet Propulsion Laboratory compete in a pumpkin-carving contest, the solar system’s the limit. Take a look at some of the masterpieces from 2019.

Now in its ninth year, the contest gives teams only one hour to carve and decorate their pumpkin though they can prepare non-pumpkin materials – like backgrounds, sound effects and motorized parts – ahead of time.

[ JPL ]

The online autonomous navigation and semantic mapping experiment presented [below] is conducted with the Cassie Blue bipedal robot at the University of Michigan. The sensors attached to the robot include an IMU, a 32-beam LiDAR and an RGB-D camera. The whole online process runs in real-time on a Jetson Xavier and a laptop with an i7 processor.

[ BPL ]

Misty II is now available to anyone who wants one, and she’s on sale for a mere $2900.

[ Misty ]

We leveraged LIDAR-based slam, in conjunction with our specialized relative localization sensor UVDAR to perform a de-centralized, communication-free swarm flight without the units knowing their absolute locations. The swarming and obstacle avoidance control is based on a modified Boids-like algorithm, while the whole swarm is controlled by directing a selected leader unit.

[ MRS ]

The MallARD robot is an autonomous surface vehicle (ASV), designed for the monitoring and inspection of wet storage facilities for example spent fuel pools or wet silos. The MallARD is holonomic, uses a LiDAR for localisation and features a robust trajectory tracking controller.

The University of Manchester’s researcher Dr Keir Groves designed and built the autonomous surface vehicle (ASV) for the challenge which came in the top three of the second round in Nov 2017. The MallARD went on to compete in a final 3rd round where it was deployed in a spent fuel pond at a nuclear power plant in Finland by the IAEA, along with two other entries. The MallARD came second overall, in November 2018.

[ RNE ]

Thanks Jennifer!

I sometimes get the sense that in the robotic grasping and manipulation world, suction cups are kinda seen as cheating at times. But, their nature allows you to do some pretty interesting things.

More clever octopus footage please.

[ CMU ]

A Personal, At-Home Teacher For Playful Learning: From academic topics to child-friendly news bulletins, fun facts and more, Miko 2 is packed with relevant and freshly updated content specially designed by educationists and child-specialists. Your little one won’t even realize they’re learning.

As we point out pretty much every time we post a video like this, keep in mind that you’re seeing a heavily edited version of a hypothetical best case scenario for how this robot can function. And things like “creating a relationship that they can then learn how to form with their peers” is almost certainly overselling things. But at $300 (shipping included), this may be a decent robot as long as your expectations are appropriately calibrated.

[ Miko ]

ICRA 2018 plenary talk by Rodney Brooks: “Robots and People: the Research Challenge.”

[ IEEE RAS ]

ICRA-X 2018 talk by Ron Arkin: “Lethal Autonomous Robots and the Plight of the Noncombatant.”

[ IEEE RAS ]

On the most recent episode of the AI Podcast, Lex Fridman interviews Garry Kasparov.

[ AI Podcast ] Continue reading

Posted in Human Robots

#436149 Blue Frog Robotics Answers (Some of) Our ...

In September of 2015, Buddy the social home robot closed its Indiegogo crowdfunding campaign more than 600 percent over its funding goal. A thousand people pledged for a robot originally scheduled to be delivered in December of 2016. But nearly three years later, the future of Buddy is still unclear. Last May, Blue Frog Robotics asked for forgiveness from its backers and announced the launch of an “equity crowdfunding campaign” to try to raise the additional funding necessary to deliver the robot in April of 2020.

By the time the crowdfunding campaign launched in August, the delivery date had slipped again, to September 2020, even as Blue Frog attempted to draw investors by estimating that sales of Buddy would “increase from 2000 robots in 2020 to 20,000 in 2023.” Blue Frog’s most recent communication with backers, in September, mentions a new CTO and a North American office, but does little to reassure backers of Buddy that they’ll ever be receiving their robot.

Backers of the robot are understandably concerned about the future of Buddy, so we sent a series of questions to the founder and CEO of Blue Frog Robotics, Rodolphe Hasselvander.

We’ve edited this interview slightly for clarity, but we should also note that Hasselvander was unable to provide answers to every question. In particular, we asked for some basic information about Blue Frog’s near-term financial plans, on which the entire future of Buddy seems to depend. We’ve left those questions in the interview anyway, along with Hasselvander’s response.

1. At this point, how much additional funding is necessary to deliver Buddy to backers?
2. Assuming funding is successful, when can backers expect to receive Buddy?
3. What happens if the fundraising goal is not met?
4. You estimate that sales of Buddy will increase 10x over three years. What is this estimate based on?

Rodolphe Hasselvander: Regarding the questions 1-4, unfortunately, as we are fundraising in a Regulation D, we do not comment on prospect, customer data, sales forecasts, or figures. Please refer to our press release here to have information about the fundraising.

5. Do you feel that you are currently being transparent enough about this process to satisfy backers?
6. Buddy’s launch date has moved from April 2020 to September 2020 over the last four months. Why should backers remain confident about Buddy’s schedule?

Since the last newsletter, we haven’t changed our communication, the backers will be the first to receive their Buddy, and we plan an official launch in September 2020.

7. What is the goal of My Buddy World?

At Blue Frog, we think that matching a great product with a big market can only happen through continual experimentation, iteration and incorporation of customer feedback. That’s why we created the forum My Buddy World. It has been designed for our Buddy Community to join us, discuss the world’s first emotional robot, and create with us. The objective is to deepen our conversation with Buddy’s fans and users, stay agile in testing our hypothesis and validate our product-market fit. We trust the value of collaboration. Behind Buddy, there is a team of roboticists, engineers, and programmers that are eager to know more about our consumers’ needs and are excited to work with them to create the perfect human/robot experience.

8. How is the current version of Buddy different from the 2015 version that backers pledged for during the successful crowdfunding campaign, in both hardware and software?

We have completely revised some parts of Buddy as well as replaced and/or added more accurate and reliable components to ensure we fully satisfy our customers’ requirements for a mature and high-quality robot from day one. We sourced more innovative components to make sure that Buddy has the most up-to-date technologies such as adding four microphones, a high def thermal matrix, a 3D camera, an 8-megapixel RGB camera, time-of-flight sensors, and touch sensors.
If you want more info, we just posted an article about what is Buddy here.

9. Will the version of Buddy that ships to backers in 2020 do everything that that was shown in the original crowdfunding video?

Concerning the capabilities of Buddy regarding the video published on YouTube, I confirm that Buddy will be able to do everything you can see, like patrol autonomously and secure your home, telepresence, mathematics applications, interactive stories for children, IoT/smart home management, face recognition, alarm clock, reminder, message/photo sharing, music, hands free call, people following, games like hide and seek (and more). In addition, everyone will be able to create their own apps thanks to the “BuddyLab” application.

10. What makes you confident that Buddy will be successful when Jibo, Kuri, and other social robots have not?

Consumer robotics is a new market. Some people think it is a tough one. But we, at Blue Frog Robotics, believe it is a path of learning, understanding, and finding new ways to serve consumers. Here are the five key factors that will make Buddy successful.

1) A market-fit robot

Blue Frog Robotics is a consumer-centric company. We know that a successful business model and a compelling fit to market Buddy must come up from solving consumers’ frustrations and problems in a way that’s new and exciting. We started from there.

By leveraged existing research and syndicated consumer data sets to understand our customers’ needs and aspirations, we get that creating a robot is not about the best tech innovation and features, but always about how well technology becomes a service to one’s basic human needs and assets: convenience, connection, security, fun, self-improvement, and time. To answer to these consumers’ needs and wants, we designed an all-in-one robot with four vital capabilities: intelligence, emotionality, mobility, and customization.

With his multi-purpose brain, he addresses a broad range of needs in modern-day life, from securing homes to carrying out his owners’ daily activities, from helping people with disabilities to educating children, from entertaining to just becoming a robot friend.

Buddy is a disruptive innovative robot that is about to transform the way we live, learn, utilize information, play, and even care about our health.
2) Endless possibilities

One of the major advantages of Buddy is his adaptability. Beyond to be adorable, playful, talkative, and to accompany anyone in their daily life at home whether you are comfortable with technology or not, he offers via his platform applications to engage his owners in a wide range of activities. From fitness to cooking, from health monitoring to education, from games to meditation, the combination of intelligence, sensors, mobility, multi-touch panel opens endless possibilities for consumers and organizations to adapt their Buddy to their own needs.
3) An affordable price

Buddy will be the first robot combining smart, social, and mobile capabilities and a developed platform with a personality to enter the U.S. market at affordable price.

Our competitors are social or assistant robots but rarely both. Competitors differentiate themselves by features: mobile, non-mobile; by shapes: humanoid or not; by skills: social versus smart; targeting a specific domain like entertainment, retail assistant, eldercare, or education for children; and by price. Regarding our six competitors: Moorebot, Elli-Q, and Olly are not mobile; Lynx and Nao are in toy category; Pepper is above $10k targeting B2B market; and finally, Temi can’t be considered an emotional robot.
Buddy remains highly differentiated as an all-in-one, best of his class experience, covering the needs for social interactions and assistance of his owners at each stage of their life at an affordable price.

The price range of Buddy will be between US $1700 and $2000.

4) A winning business model

Buddy’s great business model combines hardware, software, and services, and provides game-changing convenience for consumers, organizations, and developers.

Buddy offers a multi-sided value proposition focused on three vertical markets: direct consumers, corporations (healthcare, education, hospitality), and developers. The model creates engagement and sustained usage and produces stable and diverse cash flow.
5) A Passion for people and technology

From day one, we have always believed in the power of our dream: To bring the services and the fun of an emotional robot in every house, every hospital, in every care house. Each day, we refuse to think that we are stuck or limited; we work hard to make Buddy a reality that will help people all over the world and make them smile.

While we certainly appreciate Hasselvander’s consistent optimism and obvious enthusiasm, we’re obligated to point out that some of our most important questions were not directly answered. We haven’t learned anything that makes us all that much more confident that Blue Frog will be able to successfully deliver Buddy this time. Hasselvander also didn’t address our specific question about whether he feels like Blue Frog’s communication strategy with backers has been adequate, which is particularly relevant considering that over the four months between the last two newsletters, Buddy’s launch date slipped by six months.

At this point, all we can do is hope that the strategy Blue Frog has chosen will be successful. We’ll let you know if as soon as we learn more.

[ Buddy ] Continue reading

Posted in Human Robots

#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

#436079 Video Friday: This Humanoid Robot Will ...

Video Friday is your weekly selection of awesome robotics videos, collected by your Automaton bloggers. We’ll also be posting a weekly calendar of upcoming robotics events for the next few months; here’s what we have so far (send us your events!):

Northeast Robotics Colloquium – October 12, 2019 – Philadelphia, Pa., USA
Ro-Man 2019 – October 14-18, 2019 – New Delhi, India
Humanoids 2019 – October 15-17, 2019 – Toronto, Canada
ARSO 2019 – October 31-1, 2019 – Beijing, China
ROSCon 2019 – October 31-1, 2019 – Macau
IROS 2019 – November 4-8, 2019 – Macau
Let us know if you have suggestions for next week, and enjoy today’s videos.

What’s better than a robotics paper with “dynamic” in the title? A robotics paper with “highly dynamic” in the title. From Sangbae Kim’s lab at MIT, the latest exploits of Mini Cheetah:

Yes I’d very much like one please. Full paper at the link below.

[ Paper ] via [ MIT ]

A humanoid robot serving you ice cream—on his own ice cream bike: What a delicious vision!

[ Roboy ]

The Roomba “i” series and “s” series vacuums have just gotten an update that lets you set “keep out” zones, which is super useful. Tell your robot where not to go!

I feel bad, that Roomba was probably just hungry 🙁

[ iRobot ]

We wrote about Voliro’s tilt-rotor hexcopter a couple years ago, and now it’s off doing practical things, like spray painting a building pretty much the same color that it was before.

[ Voliro ]

Thanks Mina!

Here’s a clever approach for bin-picking problematic objects, like shiny things: Just grab a whole bunch, and then sort out what you need on a nice robot-friendly table.

It might take a little bit longer, but what do you care, you’re probably off sipping a cocktail with a little umbrella in it on a beach somewhere.

[ Harada Lab ]

A unique combination of the IRB 1200 and YuMi industrial robots that use vision, AI and deep learning to recognize and categorize trash for recycling.

[ ABB ]

Measuring glacial movements in-situ is a challenging, but necessary task to model glaciers and predict their future evolution. However, installing GPS stations on ice can be dangerous and expensive when not impossible in the presence of large crevasses. In this project, the ASL develops UAVs for dropping and recovering lightweight GPS stations over inaccessible glaciers to record the ice flow motion. This video shows the results of first tests performed at Gorner glacier, Switzerland, in July 2019.

[ EPFL ]

Turns out Tertills actually do a pretty great job fighting weeds.

Plus, they leave all those cute lil’ Tertill tracks.

[ Franklin Robotics ]

The online autonomous navigation and semantic mapping experiment presented [below] is conducted with the Cassie Blue bipedal robot at the University of Michigan. The sensors attached to the robot include an IMU, a 32-beam LiDAR and an RGB-D camera. The whole online process runs in real-time on a Jetson Xavier and a laptop with an i7 processor.

The resulting map is so precise that it looks like we are doing real-time SLAM (simultaneous localization and mapping). In fact, the map is based on dead-reckoning via the InvEKF.

[ GTSAM ] via [ University of Michigan ]

UBTECH has announced an upgraded version of its Meebot, which is 30 percent bigger and comes with more sensors and programmable eyes.

[ UBTECH ]

ABB’s research team will be working with medical staff, scientist and engineers to develop non-surgical medical robotics systems, including logistics and next-generation automated laboratory technologies. The team will develop robotics solutions that will help eliminate bottlenecks in laboratory work and address the global shortage of skilled medical staff.

[ ABB ]

In this video, Ian and Chris go through Misty’s SDK, discussing the languages we’ve included, the tools that make it easy for you to get started quickly, a quick rundown of how to run the skills you build, plus what’s ahead on the Misty SDK roadmap.

[ Misty Robotics ]

My guess is that this was not one of iRobot’s testing environments for the Roomba.

You know, that’s actually super impressive. And maybe if they threw one of the self-emptying Roombas in there, it would be a viable solution to the entire problem.

[ How Farms Work ]

Part of WeRobotics’ Flying Labs network, Panama Flying Labs is a local knowledge hub catalyzing social good and empowering local experts. Through training and workshops, demonstrations and missions, the Panama Flying Labs team leverages the power of drones, data, and AI to promote entrepreneurship, build local capacity, and confront the pressing social challenges faced by communities in Panama and across Central America.

[ Panama Flying Labs ]

Go on a virtual flythrough of the NIOSH Experimental Mine, one of two courses used in the recent DARPA Subterranean Challenge Tunnel Circuit Event held 15-22 August, 2019. The data used for this partial flythrough tour were collected using 3D LIDAR sensors similar to the sensors commonly used on autonomous mobile robots.

[ SubT ]

Special thanks to PBS, Mark Knobil, Joe Seamans and Stan Brandorff and many others who produced this program in 1991.

It features Reid Simmons (and his 1 year old son), David Wettergreen, Red Whittaker, Mac Macdonald, Omead Amidi, and other Field Robotics Center alumni building the planetary walker prototype called Ambler. The team gets ready for an important demo for NASA.

[ CMU RI ]

As art and technology merge, roboticist Madeline Gannon explores the frontiers of human-robot interaction across the arts, sciences and society, and explores what this could mean for the future.

[ Sonar+D ] Continue reading

Posted in Human Robots

#436044 Want a Really Hard Machine Learning ...

What’s the world’s hardest machine learning problem? Autonomous vehicles? Robots that can walk? Cancer detection?

Nope, says Julian Sanchez. It’s agriculture.

Sanchez might be a little biased. He is the director of precision agriculture for John Deere, and is in charge of adding intelligence to traditional farm vehicles. But he does have a little perspective, having spent time working on software for both medical devices and air traffic control systems.

I met with Sanchez and Alexey Rostapshov, head of digital innovation at John Deere Labs, at the organization’s San Francisco offices last month. Labs launched in 2017 to take advantage of the area’s tech expertise, both to apply machine learning to in-house agricultural problems and to work with partners to build technologies that play nicely with Deere’s big green machines. Deere’s neighbors in San Francisco’s tech-heavy South of Market are LinkedIn, Salesforce, and Planet Labs, which puts it in a good position for recruiting.

“We’ve literally had folks knock on the door and say, ‘What are you doing here?’” says Rostapshov, and some return to drop off resumes.

Here’s why Sanchez believes agriculture is such a big challenge for artificial intelligence.

“It’s not just about driving tractors around,” he says, although autonomous driving technologies are part of the mix. (John Deere is doing a lot of work with precision GPS to improve autonomous driving, for example, and allow tractors to plan their own routes around fields.)

But more complex than the driving problem, says Sanchez, are the classification problems.

Corn: A Classic Classification Problem

Photo: Tekla Perry

One key effort, Sanchez says, are AI systems “that allow me to tell whether grain being harvested is good quality or low quality and to make automatic adjustment systems for the harvester.” The company is already selling an early version of this image analysis technology. But the many differences between grain types, and grains grown under different conditions, make this task a tough one for machine learning.

“Take corn,” Sanchez says. “Let’s say we are building a deep learning algorithm to detect this corn. And we take lots of pictures of kernels to give it. Say we pick those kernels in central Illinois. But, one mile over, the farmer planted a slightly different hybrid which has slightly different coloration of yellow. Meanwhile, this other farm harvested three days later in a field five miles away; it’s the same hybrid, but it also looks different.

“It’s an overwhelming classification challenge, and that’s just for corn. But you are not only doing it for corn, you have to add 20 more varieties of grain to the mix; and some, like canola, are almost microscopic.”

Even the ground conditions vary dramatically—far more than road conditions, Sanchez points out.

“Let’s say we are building a deep learning algorithm to detect how much residue is left on the soil after a harvest, including stubble and some chaff. Let’s drive 2,000 acres of fields in the Midwest looking at residue. That’s great, but I guarantee that if you go drive those the next year, it will look significantly different.

“Deep learning is great at interpolating conditions between what it knows; it is not good at extrapolating to situations it hasn’t seen. And in agriculture, you always feel that there is a set of conditions that you haven’t yet classified.”

A Flood of Big Data

The scale of the data is also daunting, Rostapshov points out. “We are one of the largest users of cloud computing services in the world,” he says. “We are gathering 5 to 15 million measurements per second from 130,000 connected machines globally. We have over 150 million acres in our databases, using petabytes and petabytes [of storage]. We process more data than Twitter does.”

Much of this information is so-called dirty data, that is, it doesn’t share the same format or structure, because it’s coming not only from a wide variety of John Deere machines, but also includes data from some 100 other companies that have access to the platform, including weather information, aerial imagery, and soil analyses.

As a result, says Sanchez, Deere has had to make “tremendous investments in back-end data cleanup.”

Deep learning is great at interpolating conditions between what it knows; it is not good at extrapolating to situations it hasn’t seen.”
—Julian Sanchez, John Deere

“We have gotten progressively more skilled at that problem,” he says. “We started simply by cleaning up our own data. You’d think it would be nice and neat, since it’s coming from our own machines, but there is a wide variety of different models and different years. Then we started geospatially tagging the agronomic data—the information about where you are applying herbicides and fertilizer and the like—coming in from our vehicles. When we started bringing in other data, from drones, say, we were already good at cleaning it up.”

John Deere’s Hiring Pitch

Hard problems can be a good thing to have for a company looking to hire machine learning engineers.

“Our opening line to potential recruits,” Sanchez says, “is ‘This stuff matters.’ Then, if we get a chance to talk to them more, we follow up with ‘Not only does this stuff matter, but the problems are really hard and interesting.’ When we explain the variability in farming and how we have to apply all the latest tools to these problems, we get their attention.”

Software engineers “know that feeding a growing population is a massive problem and are excited about the prospect of making a difference,” Rostapshov says.

Only 20 engineers work in the San Francisco labs right now, and that’s on a busy day—some of the researchers spend part of their time at Blue River Technology, a startup based in Sunnyvale that was acquired by Deere in 2017. About half of the researchers are focusing on AI. The Lab is in the process of doubling its office space (no word on staffing plans for that expansion yet).

“We are one of the largest users of cloud computing services in the world.”
—Alexey Rostapshov, John Deere Labs

Company-wide, Deere has thousands of software engineers, with many using AI and machine learning tools in their work, and about the same number of mechanical and electrical engineers, Sanchez reports. “If you look at our hiring 10 years ago,” he says, “it was heavily weighted to mechanical engineers. But if you look at those numbers now, it is by a large majority [engineers working] in the software space. We still need mechanical engineers—we do build green machines—but if you go by our footprint of tech talent, it is pretty safe to call John Deere a software company. And if you follow the key conversations that are happening in the company right now, 95 percent of them are software-related.”

For now, these software engineers are focused on developing technologies that allow farmers to “do more with less,” Sanchez says. Meaning, to get more and better crops from less fuel, less seed, less fertilizer, less pesticide, and fewer workers, and putting together building blocks that, he says, could eventually lead to fully autonomous farm vehicles. The data Deere collects today, for the most part, stays in silos (the virtual kind), with AI algorithms that analyze specific sets of data to provide guidance to individual farmers. At some point, however, with tools to anonymize data and buy-in from farmers, aggregating data could provide some powerful insights.

“We are not asking farmers for that yet,” Sanchez says. “We are not doing aggregation to look for patterns. We are focused on offering technology that allows an individual farmer to use less, on positioning ourselves to be in a neutral spot. We are not about selling you more seed or more fertilizer. So we are building up a good trust level. In the long term, we can have conversations about doing more with deep learning.” Continue reading

Posted in Human Robots