Tag Archives: head
#436261 AI and the future of work: The prospects ...
AI experts gathered at MIT last week, with the aim of predicting the role artificial intelligence will play in the future of work. Will it be the enemy of the human worker? Will it prove to be a savior? Or will it be just another innovation—like electricity or the internet?
As IEEE Spectrum previously reported, this conference (“AI and the Future of Work Congress”), held at MIT’s Kresge Auditorium, offered sometimes pessimistic outlooks on the job- and industry-destroying path that AI and automation seems to be taking: Self-driving technology will put truck drivers out of work; smart law clerk algorithms will put paralegals out of work; robots will (continue to) put factory and warehouse workers out of work.
Andrew McAfee, co-director of MIT’s Initiative on the Digital Economy, said even just in the past couple years, he’s noticed a shift in the public’s perception of AI. “I remember from previous versions of this conference, it felt like we had to make the case that we’re living in a period of accelerating change and that AI’s going to have a big impact,” he said. “Nobody had to make that case today.”
Elisabeth Reynolds, executive director of MIT’s Task Force on the Work of the Future, noted that following the path of least resistance is not a viable way forward. “If we do nothing, we’re in trouble,” she said. “The future will not take care of itself. We have to do something about it.”
Panelists and speakers spoke about championing productive uses of AI in the workplace, which ultimately benefit both employees and customers.
As one example, Zeynep Ton, professor at MIT Sloan School of Management, highlighted retailer Sam’s Club’s recent rollout of a program called Sam’s Garage. Previously customers shopping for tires for their car spent somewhere between 30 and 45 minutes with a Sam’s Club associate paging through manuals and looking up specs on websites.
But with an AI algorithm, they were able to cut that spec hunting time down to 2.2 minutes. “Now instead of wasting their time trying to figure out the different tires, they can field the different options and talk about which one would work best [for the customer],” she said. “This is a great example of solving a real problem, including [enhancing] the experience of the associate as well as the customer.”
“We think of it as an AI-first world that’s coming,” said Scott Prevost, VP of engineering at Adobe. Prevost said AI agents in Adobe’s software will behave something like a creative assistant or intern who will take care of more mundane tasks for you.
“We need a mindset change. That it is not just about minimizing costs or maximizing tax benefits, but really worrying about what kind of society we’re creating and what kind of environment we’re creating if we keep on just automating and [eliminating] good jobs.”
—Daron Acemoglu, MIT Institute Professor of Economics
Prevost cited an internal survey of Adobe customers that found 74 percent of respondents’ time was spent doing repetitive work—the kind that might be automated by an AI script or smart agent.
“It used to be you’d have the resources to work on three ideas [for a creative pitch or presentation],” Prevost said. “But if the AI can do a lot of the production work, then you can have 10 or 100. Which means you can actually explore some of the further out ideas. It’s also lowering the bar for everyday people to create really compelling output.”
In addition to changing the nature of work, noted a number of speakers at the event, AI is also directly transforming the workforce.
Jacob Hsu, CEO of the recruitment company Catalyte spoke about using AI as a job placement tool. The company seeks to fill myriad positions including auto mechanics, baristas, and office workers—with its sights on candidates including young people and mid-career job changers. To find them, it advertises on Craigslist, social media, and traditional media.
The prospects who sign up with Catalyte take a battery of tests. The company’s AI algorithms then match each prospect’s skills with the field best suited for their talents.
“We want to be like the Harry Potter Sorting Hat,” Hsu said.
Guillermo Miranda, IBM’s global head of corporate social responsibility, said IBM has increasingly been hiring based not on credentials but on skills. For instance, he said, as much as 50 per cent of the company’s new hires in some divisions do not have a traditional four-year college degree. “As a company, we need to be much more clear about hiring by skills,” he said. “It takes discipline. It takes conviction. It takes a little bit of enforcing with H.R. by the business leaders. But if you hire by skills, it works.”
Ardine Williams, Amazon’s VP of workforce development, said the e-commerce giant has been experimenting with developing skills of the employees at its warehouses (a.k.a. fulfillment centers) with an eye toward putting them in a position to get higher-paying work with other companies.
She described an agreement Amazon had made in its Dallas fulfillment center with aircraft maker Sikorsky, which had been experiencing a shortage of skilled workers for its nearby factory. So Amazon offered to its employees a free certification training to seek higher-paying work at Sikorsky.
“I do that because now I have an attraction mechanism—like a G.I. Bill,” Williams said. The program is also only available for employees who have worked at least a year with Amazon. So their program offers medium-term job retention, while ultimately moving workers up the wage ladder.
Radha Basu, CEO of AI data company iMerit, said her firm aggressively hires from the pool of women and under-resourced minority communities in the U.S. and India. The company specializes in turning unstructured data (e.g. video or audio feeds) into tagged and annotated data for machine learning, natural language processing, or computer vision applications.
“There is a motivation with these young people to learn these things,” she said. “It comes with no baggage.”
Alastair Fitzpayne, executive director of The Aspen Institute’s Future of Work Initiative, said the future of work ultimately means, in bottom-line terms, the future of human capital. “We have an R&D tax credit,” he said. “We’ve had it for decades. It provides credit for companies that make new investment in research and development. But we have nothing on the human capital side that’s analogous.”
So a company that’s making a big investment in worker training does it on their own dime, without any of the tax benefits that they might accrue if they, say, spent it on new equipment or new technology. Fitzpayne said a simple tweak to the R&D tax credit could make a big difference by incentivizing new investment programs in worker training. Which still means Amazon’s pre-existing worker training programs—for a company that already famously pays no taxes—would not count.
“We need a different way of developing new technologies,” said Daron Acemoglu, MIT Institute Professor of Economics. He pointed to the clean energy sector as an example. First a consensus around the problem needs to emerge. Then a broadly agreed-upon set of goals and measurements needs to be developed (e.g., that AI and automation would, for instance, create at least X new jobs for every Y jobs that it eliminates).
Then it just needs to be implemented.
“We need to build a consensus that, along the path we’re following at the moment, there are going to be increasing problems for labor,” Acemoglu said. “We need a mindset change. That it is not just about minimizing costs or maximizing tax benefits, but really worrying about what kind of society we’re creating and what kind of environment we’re creating if we keep on just automating and [eliminating] good jobs.” Continue reading
#436256 Alphabet Is Developing a Robot to Take ...
Robots excel at carrying out specialized tasks in controlled environments, but put them in your average office and they’d be lost. Alphabet wants to change that by developing what they call the Everyday Robot, which could learn to help us out with our daily chores.
For a long time most robots were painstakingly hand-coded to carry out their functions, but since the deep learning revolution earlier this decade there’s been a growing effort to imbue them with AI that lets them learn new tasks through experience.
That’s led to some impressive breakthroughs, like a robotic hand nimble enough to solve a Rubik’s cube and a robotic arm that can accurately toss bananas across a room.
And it turns out Alphabet’s early-stage research and development division, Alphabet X, has also secretly been using similar machine learning techniques to develop robots adaptable enough to carry out a range of tasks in cluttered and unpredictable human environments like homes and offices.
The robots they’ve built combine a wheeled base with a single arm and a head full of sensors (including LIDAR) for 3D scanning, borrowed from Alphabet’s self-driving car division, Waymo.
At the minute, though, they’re largely restricted to sorting trash for recycling, project leader Hans Peter Brondmo writes in a blog post. While that might sound mundane, identifying different kinds of trash, grasping it, and moving it to the correct bin is still a difficult thing for a robot to do consistently. Some of the robots also have to navigate around the office to sort trash at various recycling stations.
Alphabet says even its human staff were getting it wrong 20 percent of the time, but after several months of training the robots have managed to get that down to 3.5 percent.
Every day, 30 robots toil away in what’s been dubbed the “playpen” sorting trash, and then every night thousands of virtual robots continue to practice in a simulation. This experience is then used to update the robots’ control algorithms each night. All the robots also share their experiences with the others through a process called collaborative learning.
The process isn’t flawless, though. Simonite notes that while the robots exhibit some uncannily smart behaviors, like stirring piles of rubbish to make it easier to grab specific items, they also frequently miss or fumble the objects they’re trying to grasp.
Nonetheless, the project’s leaders are happy with their progress so far. And the hope is that creating robots that are able to learn from little more than experience in complex environments like an office should be a first step towards general-purpose robots that can pick up a variety of useful skills to assist humans.
Taking that next step will be the major test of the project. So far there’s been limited evidence that experience gained by robots in one task can be transferred to learning another. That’s something the group hopes to demonstrate next year.
And it seems there may be more robot news coming out of Alphabet X soon. The group has several other robotics “moonshots” in the pipeline, built on technology and talent transferred over in 2016 from the remains of a broadly unsuccessful splurge on robotics startups by former Google executive Andy Rubin.
Whether this robotics renaissance at Alphabet will finally help robots break into our homes and offices remains to be seen, but with the resources they have at hand, they just may be able to make it happen.
Image Credit: Everyday Robot, Alphabet X Continue reading
#436190 What Is the Uncanny Valley?
Have you ever encountered a lifelike humanoid robot or a realistic computer-generated face that seem a bit off or unsettling, though you can’t quite explain why?
Take for instance AVA, one of the “digital humans” created by New Zealand tech startup Soul Machines as an on-screen avatar for Autodesk. Watching a lifelike digital being such as AVA can be both fascinating and disconcerting. AVA expresses empathy through her demeanor and movements: slightly raised brows, a tilt of the head, a nod.
By meticulously rendering every lash and line in its avatars, Soul Machines aimed to create a digital human that is virtually undistinguishable from a real one. But to many, rather than looking natural, AVA actually looks creepy. There’s something about it being almost human but not quite that can make people uneasy.
Like AVA, many other ultra-realistic avatars, androids, and animated characters appear stuck in a disturbing in-between world: They are so lifelike and yet they are not “right.” This void of strangeness is known as the uncanny valley.
Uncanny Valley: Definition and History
The uncanny valley is a concept first introduced in the 1970s by Masahiro Mori, then a professor at the Tokyo Institute of Technology. The term describes Mori’s observation that as robots appear more humanlike, they become more appealing—but only up to a certain point. Upon reaching the uncanny valley, our affinity descends into a feeling of strangeness, a sense of unease, and a tendency to be scared or freaked out.
Image: Masahiro Mori
The uncanny valley as depicted in Masahiro Mori’s original graph: As a robot’s human likeness [horizontal axis] increases, our affinity towards the robot [vertical axis] increases too, but only up to a certain point. For some lifelike robots, our response to them plunges, and they appear repulsive or creepy. That’s the uncanny valley.
In his seminal essay for Japanese journal Energy, Mori wrote:
I have noticed that, in climbing toward the goal of making robots appear human, our affinity for them increases until we come to a valley, which I call the uncanny valley.
Later in the essay, Mori describes the uncanny valley by using an example—the first prosthetic hands:
One might say that the prosthetic hand has achieved a degree of resemblance to the human form, perhaps on a par with false teeth. However, when we realize the hand, which at first site looked real, is in fact artificial, we experience an eerie sensation. For example, we could be startled during a handshake by its limp boneless grip together with its texture and coldness. When this happens, we lose our sense of affinity, and the hand becomes uncanny.
In an interview with IEEE Spectrum, Mori explained how he came up with the idea for the uncanny valley:
“Since I was a child, I have never liked looking at wax figures. They looked somewhat creepy to me. At that time, electronic prosthetic hands were being developed, and they triggered in me the same kind of sensation. These experiences had made me start thinking about robots in general, which led me to write that essay. The uncanny valley was my intuition. It was one of my ideas.”
Uncanny Valley Examples
To better illustrate how the uncanny valley works, here are some examples of the phenomenon. Prepare to be freaked out.
1. Telenoid
Photo: Hiroshi Ishiguro/Osaka University/ATR
Taking the top spot in the “creepiest” rankings of IEEE Spectrum’s Robots Guide, Telenoid is a robotic communication device designed by Japanese roboticist Hiroshi Ishiguro. Its bald head, lifeless face, and lack of limbs make it seem more alien than human.
2. Diego-san
Photo: Andrew Oh/Javier Movellan/Calit2
Engineers and roboticists at the University of California San Diego’s Machine Perception Lab developed this robot baby to help parents better communicate with their infants. At 1.2 meters (4 feet) tall and weighing 30 kilograms (66 pounds), Diego-san is a big baby—bigger than an average 1-year-old child.
“Even though the facial expression is sophisticated and intuitive in this infant robot, I still perceive a false smile when I’m expecting the baby to appear happy,” says Angela Tinwell, a senior lecturer at the University of Bolton in the U.K. and author of The Uncanny Valley in Games and Animation. “This, along with a lack of detail in the eyes and forehead, can make the baby appear vacant and creepy, so I would want to avoid those ‘dead eyes’ rather than interacting with Diego-san.”
3. Geminoid HI
Photo: Osaka University/ATR/Kokoro
Another one of Ishiguro’s creations, Geminoid HI is his android replica. He even took hair from his own scalp to put onto his robot twin. Ishiguro says he created Geminoid HI to better understand what it means to be human.
4. Sophia
Photo: Mikhail Tereshchenko/TASS/Getty Images
Designed by David Hanson of Hanson Robotics, Sophia is one of the most famous humanoid robots. Like Soul Machines’ AVA, Sophia displays a range of emotional expressions and is equipped with natural language processing capabilities.
5. Anthropomorphized felines
The uncanny valley doesn’t only happen with robots that adopt a human form. The 2019 live-action versions of the animated film The Lion King and the musical Cats brought the uncanny valley to the forefront of pop culture. To some fans, the photorealistic computer animations of talking lions and singing cats that mimic human movements were just creepy.
Are you feeling that eerie sensation yet?
Uncanny Valley: Science or Pseudoscience?
Despite our continued fascination with the uncanny valley, its validity as a scientific concept is highly debated. The uncanny valley wasn’t actually proposed as a scientific concept, yet has often been criticized in that light.
Mori himself said in his IEEE Spectrum interview that he didn’t explore the concept from a rigorous scientific perspective but as more of a guideline for robot designers:
Pointing out the existence of the uncanny valley was more of a piece of advice from me to people who design robots rather than a scientific statement.
Karl MacDorman, an associate professor of human-computer interaction at Indiana University who has long studied the uncanny valley, interprets the classic graph not as expressing Mori’s theory but as a heuristic for learning the concept and organizing observations.
“I believe his theory is instead expressed by his examples, which show that a mismatch in the human likeness of appearance and touch or appearance and motion can elicit a feeling of eeriness,” MacDorman says. “In my own experiments, I have consistently reproduced this effect within and across sense modalities. For example, a mismatch in the human realism of the features of a face heightens eeriness; a robot with a human voice or a human with a robotic voice is eerie.”
How to Avoid the Uncanny Valley
Unless you intend to create creepy characters or evoke a feeling of unease, you can follow certain design principles to avoid the uncanny valley. “The effect can be reduced by not creating robots or computer-animated characters that combine features on different sides of a boundary—for example, human and nonhuman, living and nonliving, or real and artificial,” MacDorman says.
To make a robot or avatar more realistic and move it beyond the valley, Tinwell says to ensure that a character’s facial expressions match its emotive tones of speech, and that its body movements are responsive and reflect its hypothetical emotional state. Special attention must also be paid to facial elements such as the forehead, eyes, and mouth, which depict the complexities of emotion and thought. “The mouth must be modeled and animated correctly so the character doesn’t appear aggressive or portray a ‘false smile’ when they should be genuinely happy,” she says.
For Christoph Bartneck, an associate professor at the University of Canterbury in New Zealand, the goal is not to avoid the uncanny valley, but to avoid bad character animations or behaviors, stressing the importance of matching the appearance of a robot with its ability. “We’re trained to spot even the slightest divergence from ‘normal’ human movements or behavior,” he says. “Hence, we often fail in creating highly realistic, humanlike characters.”
But he warns that the uncanny valley appears to be more of an uncanny cliff. “We find the likability to increase and then crash once robots become humanlike,” he says. “But we have never observed them ever coming out of the valley. You fall off and that’s it.” Continue reading
#436180 Bipedal Robot Cassie Cal Learns to ...
There’s no particular reason why knowing how to juggle would be a useful skill for a robot. Despite this, robots are frequently taught how to juggle things. Blind robots can juggle, humanoid robots can juggle, and even drones can juggle. Why? Because juggling is hard, man! You have to think about a bunch of different things at once, and also do a bunch of different things at once, which this particular human at least finds to be overly stressful. While juggling may not stress robots out, it does require carefully coordinated sensing and computing and actuation, which means that it’s as good a task as any (and a more entertaining task than most) for testing the capabilities of your system.
UC Berkeley’s Cassie Cal robot, which consists of two legs and what could be called a torso if you were feeling charitable, has just learned to juggle by bouncing a ball on what would be her head if she had one of those. The idea is that if Cassie can juggle while balancing at the same time, she’ll be better able to do other things that require dynamic multitasking, too. And if that doesn’t work out, she’ll still be able to join the circus.
Cassie’s juggling is assisted by an external motion capture system that tracks the location of the ball, but otherwise everything is autonomous. Cassie is able to juggle the ball by leaning forwards and backwards, left and right, and moving up and down. She does this while maintaining her own balance, which is the whole point of this research—successfully executing two dynamic behaviors that may sometimes be at odds with one another. The end goal here is not to make a better juggling robot, but rather to explore dynamic multitasking, a skill that robots will need in order to be successful in human environments.
This work is from the Hybrid Robotics Lab at UC Berkeley, led by Koushil Sreenath, and is being done by Katherine Poggensee, Albert Li, Daniel Sotsaikich, Bike Zhang, and Prasanth Kotaru.
For a bit more detail, we spoke with Albert Li via email.
Image: UC Berkeley
UC Berkeley’s Cassie Cal getting ready to juggle.
IEEE Spectrum: What would be involved in getting Cassie to juggle without relying on motion capture?
Albert Li: Our motivation for starting off with motion capture was to first address the control challenge of juggling on a biped without worrying about implementing the perception. We actually do have a ball detector working on a camera, which would mean we wouldn’t have to rely on the motion capture system. However, we need to mount the camera in a way that it would provide the best upwards field of view, and we also have develop a reliable estimator. The estimator is particularly important because when the ball gets close enough to the camera, we actually can’t track the ball and have to assume our dynamic models describe its motion accurately enough until it bounces back up.
What keeps Cassie from juggling indefinitely?
There are a few factors that affect how long Cassie can sustain a juggle. While in simulation the paddle exhibits homogeneous properties like its stiffness and damping, in reality every surface has anisotropic contact properties. So, there are parts of the paddle which may be better for juggling than others (and importantly, react differently than modeled). These differences in contact are also exacerbated due to how the paddle is cantilevered when mounted on Cassie. When the ball hits these areas, it leads to a larger than expected error in a juggle. Due to the small size of the paddle, the ball may then just hit the paddle’s edge and end the juggling run. Over a very long run, this is a likely occurrence. Additionally, some large juggling errors could cause Cassie’s feet to slip slightly, which ends up changing the stable standing position over time. Since this version of the controller assumes Cassie is stationary, this change in position eventually leads to poor juggles and failure.
Would Cassie be able to juggle while walking (or hovershoe-ing)?
Walking (and hovershoe-ing) while juggling is a far more challenging problem and is certainly a goal for future research. Some of these challenges include getting the paddle to precise poses to juggle the ball while also moving to avoid any destabilizing effects of stepping incorrectly. The number of juggles per step of walking could also vary and make the mathematics of the problem more challenging. The controller goal is also more involved. While the current goal of the juggling controller is to juggle the ball to a static apex position, with a walking juggling controller, we may instead want to hit the ball forwards and also walk forwards to bounce it, juggle the ball along a particular path, etc. Solving such challenges would be the main thrusts of the follow-up research.
Can you give an example of a practical task that would be made possible by using a controller like this?
Studying juggling means studying contact behavior and leveraging our models of it to achieve a known objective. Juggling could also be used to study predictable post-contact flight behavior. Consider the scenario where a robot is attempting to make a catch, but fails, letting the ball to bounce off of its hand, and then recovering the catch. This behavior could also be intentional: It is often easier to first execute a bounce to direct the target and then perform a subsequent action. For example, volleyball players could in principle directly hit a spiked ball back, but almost always bump the ball back up and then return it.
Even beyond this motivating example, the kinds of models we employ to get juggling working are more generally applicable to any task that involves contact, which could include tasks besides bouncing like sliding and rolling. For example, clearing space on a desk by pushing objects to the side may be preferable than individually manipulating each and every object on it.
You mention collaborative juggling or juggling multiple balls—is that something you’ve tried yet? Can you talk a bit more about what you’re working on next?
We haven’t yet started working on collaborative or multi-ball juggling, but that’s also a goal for future work. Juggling multiple balls statically is probably the most reasonable next goal, but presents additional challenges. For instance, you have to encode a notion of juggling urgency (if the second ball isn’t hit hard enough, you have less time to get the first ball up before you get back to the second one).
On the other hand, collaborative human-robot juggling requires a more advanced decision-making framework. To get robust multi-agent juggling, the robot will need to employ some sort of probabilistic model of the expected human behavior (are they likely to move somewhere? Are they trying to catch the ball high or low? Is it safe to hit the ball back?). In general, developing such human models is difficult since humans are fairly unpredictable and often don’t exhibit rational behavior. This will be a focus of future work.
[ Hybrid Robotics Lab ] Continue reading