Tag Archives: lab

#437571 Video Friday: Snugglebot Is What We All ...

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 2020 – October 25-25, 2020 – [Online]
Robotica 2020 – November 10-14, 2020 – [Online]
ROS World 2020 – November 12, 2020 – [Online]
CYBATHLON 2020 – November 13-14, 2020 – [Online]
ICSR 2020 – November 14-16, 2020 – Golden, Colo., USA
Bay Area Robotics Symposium – November 20, 2020 – [Online]
Let us know if you have suggestions for next week, and enjoy today's videos.

Snugglebot is what we all need right now.

[ Snugglebot ]

In his video message on his prayer intention for November, Pope Francis emphasizes that progress in robotics and artificial intelligence (AI) be oriented “towards respecting the dignity of the person and of Creation”.

[ Vatican News ]

KaPOW!

Apparently it's supposed to do that—the disruptor flies off backwards to reduce recoil on the robot, and has its own parachute to keep it from going too far.

[ Ghost Robotics ]

Animals have many muscles, receptors, and neurons which compose feedback loops. In this study, we designed artificial muscles, receptors, and neurons without any microprocessors, or software-based controllers. We imitate the reflexive rule observed in walking experiments of cats, as a result, the Pneumatic Brainless Robot II emerged running motion (a leg trajectory and a gait pattern) through the interaction between the body, the ground, and the artificial reflexes. We envision that the simple reflex circuit we discovered will be a candidate for a minimal model for describing the principles of animal locomotion.

Find the paper, “Brainless Running: A Quasi-quadruped Robot with Decentralized Spinal Reflexes by Solely Mechanical Devices,” on IROS On-Demand.

[ IROS ]

Thanks Yoichi!

I have no idea what these guys are saying, but they're talking about robots that serve chocolate!

The world of experience of the Zotter Schokoladen Manufaktur of managing director Josef Zotter counts more than 270,000 visitors annually. Since March 2019, this world of chocolate in Bergl near Riegersburg in Austria has been enriched by a new attraction: the world's first chocolate and praline robot from KUKA delights young and old alike and serves up chocolate and pralines to guests according to their personal taste.

[ Zotter ]

This paper proposes a systematic solution that uses an unmanned aerial vehicle (UAV) to aggressively and safely track an agile target. The solution properly handles the challenging situations where the intent of the target and the dense environments are unknown to the UAV. The proposed solution is integrated into an onboard quadrotor system. We fully test the system in challenging real-world tracking missions. Moreover, benchmark comparisons validate that the proposed method surpasses the cutting-edge methods on time efficiency and tracking effectiveness.

[ FAST Lab ]

Southwest Research Institute developed a cable management system for collaborative robotics, or “cobots.” Dress packs used on cobots can create problems when cables are too tight (e-stops) or loose (tangling). SwRI developed ADDRESS, or the Adaptive DRESing System, to provide smarter cobot dress packs that address e-stops and tangling.

[ SWRI ]

A quick demonstration of the acoustic contact sensor in the RBO Hand 2. An embedded microphone records the sound inside of the pneumatic finger. Depending on which part of the finger makes contact, the sound is a little bit different. We create a sensor that recognizes these small changes and predicts the contact location from the sound. The visualization on the left shows the recorded sound (top) and which of the nine contact classes the sensor is currently predicting (bottom).

[ TU Berlin ]

The MAVLab won the prize for the “most innovative design” in the IMAV 2018 indoor competition, in which drones had to fly through windows, gates, and follow a predetermined flight path. The prize was awarded for the demonstration of a fully autonomous version of the “DelFly Nimble”, a tailless flapping wing drone.

In order to fly by itself, the DelFly Nimble was equipped with a single, small camera and a small processor allowing onboard vision processing and control. The jury of international experts in the field praised the agility and autonomous flight capabilities of the DelFly Nimble.

[ MAVLab ]

A reactive walking controller for the Open Dynamic Robot Initiative's skinny quadruped.

[ ODRI ]

Mobile service robots are already able to recognize people and objects while navigating autonomously through their operating environments. But what is the ideal position of the robot to interact with a user? To solve this problem, Fraunhofer IPA developed an approach that connects navigation, 3D environment modeling, and person detection to find the optimal goal pose for HRI.

[ Fraunhofer ]

Yaskawa has been in robotics for a very, very long time.

[ Yaskawa ]

Black in Robotics IROS launch event, featuring Carlotta Berry.

[ Black in Robotics ]

What is AI? I have no idea! But these folks have some opinions.

[ MIT ]

Aerial-based Observations of Volcanic Emissions (ABOVE) is an international collaborative project that is changing the way we sample volcanic gas emissions. Harnessing recent advances in drone technology, unoccupied aerial systems (UAS) in the ABOVE fleet are able to acquire aerial measurements of volcanic gases directly from within previously inaccessible volcanic plumes. In May 2019, a team of 30 researchers undertook an ambitious field deployment to two volcanoes – Tavurvur (Rabaul) and Manam in Papua New Guinea – both amongst the most prodigious emitters of sulphur dioxide on Earth, and yet lacking any measurements of how much carbon they emit to the atmosphere.

[ ABOVE ]

A talk from IHMC's Robert Griffin for ICCAS 2020, including a few updates on their Nadia humanoid.

[ IHMC ] Continue reading

Posted in Human Robots

#437562 Video Friday: Aquanaut Robot Takes to ...

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 2020 – October 25-25, 2020 – [Online]
ICSR 2020 – November 14-16, 2020 – Golden, Colo., USA
Bay Area Robotics Symposium – November 20, 2020 – [Online]
ACRA 2020 – December 8-10, 2020 – [Online]
Let us know if you have suggestions for next week, and enjoy today's videos.

To prepare the Perseverance rover for its date with Mars, NASA’s Mars 2020 mission team conducted a wide array of tests to help ensure a successful entry, descent and landing at the Red Planet. From parachute verification in the world’s largest wind tunnel, to hazard avoidance practice in Death Valley, California, to wheel drop testing at NASA’s Jet Propulsion Laboratory and much more, every system was put through its paces to get ready for the big day. The Perseverance rover is scheduled to land on Mars on February 18, 2021.

[ JPL ]

Awesome to see Aquanaut—the “underwater transformer” we wrote about last year—take to the ocean!

Also their new website has SHARKS on it.

[ HMI ]

Nature has inspired engineers at UNSW Sydney to develop a soft fabric robotic gripper which behaves like an elephant's trunk to grasp, pick up and release objects without breaking them.

[ UNSW ]

Collaborative robots offer increased interaction capabilities at relatively low cost but, in contrast to their industrial counterparts, they inevitably lack precision. We address this problem by relying on a dual-arm system with laser-based sensing to measure relative poses between objects of interest and compensate for pose errors coming from robot proprioception.

[ Paper ]

Developed by NAVER LABS, with Korea University of Technology & Education (Koreatech), the robot arm now features an added waist, extending the available workspace, as well as a sensor head that can perceive objects. It has also been equipped with a robot hand “BLT Gripper” that can change to various grasping methods.

[ NAVER Labs ]

In case you were still wondering why SoftBank acquired Aldebaran and Boston Dynamics:

[ RobotStart ]

DJI's new Mini 2 drone is here with a commercial so hip it makes my teeth scream.

[ DJI ]

Using simple materials, such as plastic struts and cardboard rolls, the first prototype of the RBO Hand 3 is already capable of grasping a large range of different objects thanks to its opposable thumb.

The RBO Hand 3 performs an edge grasp before handing-over the object to a person. The hand actively exploits constraints in the environment (the tabletop) for grasping the object. Thanks to its compliance, this interaction is safe and robust.

[ TU Berlin ]

Flyability's Elios 2 helped researchers inspect Reactor Five at the Chernobyl nuclear disaster site in order to determine whether any uranium was present. Prior to this mission, Reactor Five had not been investigated since the disaster in April of 1986.

[ Flyability ]

Thanks Zacc!

SOTO 2 is here! Together with our development partners from the industry, we have greatly enhanced the SOTO prototype over the last two years. With the new version of the robot, Industry 4.0 will become a great deal more real: SOTO brings materials to the assembly line, just-in-time and completely autonomously.

[ Magazino ]

A drone that can fly sustainably for long distances over land and water, and can land almost anywhere, will be able to serve a wide range of applications. There are already drones that fly using ‘green’ hydrogen, but they either fly very slowly or cannot land vertically. That’s why researchers at TU Delft, together with the Royal Netherlands Navy and the Netherlands Coastguard, developed a hydrogen-powered drone that is capable of vertical take-off and landing whilst also being able to fly horizontally efficiently for several hours, much like regular aircraft. The drone uses a combination of hydrogen and batteries as its power source.

[ MAVLab ]

The National Nuclear User Facility for Hot Robotics (NNUF-HR) is an EPSRC funded facility to support UK academia and industry to deliver ground-breaking, impactful research in robotics and artificial intelligence for application in extreme and challenging nuclear environments.

[ NNUF ]

At the Karolinska University Laboratory in Sweden, an innovation project based around an ABB collaborative robot has increased efficiency and created a better working environment for lab staff.

[ ABB ]

What I find interesting about DJI's enormous new agricultural drone is that it's got a spinning obstacle detecting sensor that's a radar, not a lidar.

Also worth noting is that it seems to detect the telephone pole, but not the support wire that you can see in the video feed, although the visualization does make it seem like it can spot the power lines above.

[ DJI ]

Josh Pieper has spend the last year building his own quadruped, and you can see what he's been up to in just 12 minutes.

[ mjbots ]

Thanks Josh!

Dr. Ryan Eustice, TRI Senior Vice President of Automated Driving, delivers a keynote speech — “The Road to Vehicle Automation, a Toyota Guardian Approach” — to SPIE's Future Sensing Technologies 2020. During the presentation, Eustice provides his perspective on the current state of automated driving, summarizes TRI's Guardian approach — which amplifies human drivers, rather than replacing them — and summarizes TRI's recent developments in core AD capabilities.

[ TRI ]

Two excellent talks this week from UPenn GRASP Lab, from Ruzena Bajcsy and Vijay Kumar.

A panel discussion on the future of robotics and societal challenges with Dr. Ruzena Bajcsy as a Roboticist and Founder of the GRASP Lab.

In this talk I will describe the role of the White House Office of Science and Technology Policy in supporting science and technology research and education, and the lessons I learned while serving in the office. I will also identify a few opportunities at the intersection of technology and policy and broad societal challenges.

[ UPenn ]

The IROS 2020 “Perception, Learning, and Control for Autonomous Agile Vehicles” workshop is all online—here's the intro, but you can click through for a playlist that includes videos of the entire program, and slides are available as well.

[ NYU ] Continue reading

Posted in Human Robots

#437303 The Deck Is Not Rigged: Poker and the ...

Tuomas Sandholm, a computer scientist at Carnegie Mellon University, is not a poker player—or much of a poker fan, in fact—but he is fascinated by the game for much the same reason as the great game theorist John von Neumann before him. Von Neumann, who died in 1957, viewed poker as the perfect model for human decision making, for finding the balance between skill and chance that accompanies our every choice. He saw poker as the ultimate strategic challenge, combining as it does not just the mathematical elements of a game like chess but the uniquely human, psychological angles that are more difficult to model precisely—a view shared years later by Sandholm in his research with artificial intelligence.

“Poker is the main benchmark and challenge program for games of imperfect information,” Sandholm told me on a warm spring afternoon in 2018, when we met in his offices in Pittsburgh. The game, it turns out, has become the gold standard for developing artificial intelligence.

Tall and thin, with wire-frame glasses and neat brow hair framing a friendly face, Sandholm is behind the creation of three computer programs designed to test their mettle against human poker players: Claudico, Libratus, and most recently, Pluribus. (When we met, Libratus was still a toddler and Pluribus didn’t yet exist.) The goal isn’t to solve poker, as such, but to create algorithms whose decision making prowess in poker’s world of imperfect information and stochastic situations—situations that are randomly determined and unable to be predicted—can then be applied to other stochastic realms, like the military, business, government, cybersecurity, even health care.

While the first program, Claudico, was summarily beaten by human poker players—“one broke-ass robot,” an observer called it—Libratus has triumphed in a series of one-on-one, or heads-up, matches against some of the best online players in the United States.

Libratus relies on three main modules. The first involves a basic blueprint strategy for the whole game, allowing it to reach a much faster equilibrium than its predecessor. It includes an algorithm called the Monte Carlo Counterfactual Regret Minimization, which evaluates all future actions to figure out which one would cause the least amount of regret. Regret, of course, is a human emotion. Regret for a computer simply means realizing that an action that wasn’t chosen would have yielded a better outcome than one that was. “Intuitively, regret represents how much the AI regrets having not chosen that action in the past,” says Sandholm. The higher the regret, the higher the chance of choosing that action next time.

It’s a useful way of thinking—but one that is incredibly difficult for the human mind to implement. We are notoriously bad at anticipating our future emotions. How much will we regret doing something? How much will we regret not doing something else? For us, it’s an emotionally laden calculus, and we typically fail to apply it in quite the right way. For a computer, it’s all about the computation of values. What does it regret not doing the most, the thing that would have yielded the highest possible expected value?

The second module is a sub-game solver that takes into account the mistakes the opponent has made so far and accounts for every hand she could possibly have. And finally, there is a self-improver. This is the area where data and machine learning come into play. It’s dangerous to try to exploit your opponent—it opens you up to the risk that you’ll get exploited right back, especially if you’re a computer program and your opponent is human. So instead of attempting to do that, the self-improver lets the opponent’s actions inform the areas where the program should focus. “That lets the opponent’s actions tell us where [they] think they’ve found holes in our strategy,” Sandholm explained. This allows the algorithm to develop a blueprint strategy to patch those holes.

It’s a very human-like adaptation, if you think about it. I’m not going to try to outmaneuver you head on. Instead, I’m going to see how you’re trying to outmaneuver me and respond accordingly. Sun-Tzu would surely approve. Watch how you’re perceived, not how you perceive yourself—because in the end, you’re playing against those who are doing the perceiving, and their opinion, right or not, is the only one that matters when you craft your strategy. Overnight, the algorithm patches up its overall approach according to the resulting analysis.

There’s one final thing Libratus is able to do: play in situations with unknown probabilities. There’s a concept in game theory known as the trembling hand: There are branches of the game tree that, under an optimal strategy, one should theoretically never get to; but with some probability, your all-too-human opponent’s hand trembles, they take a wrong action, and you’re suddenly in a totally unmapped part of the game. Before, that would spell disaster for the computer: An unmapped part of the tree means the program no longer knows how to respond. Now, there’s a contingency plan.

Of course, no algorithm is perfect. When Libratus is playing poker, it’s essentially working in a zero-sum environment. It wins, the opponent loses. The opponent wins, it loses. But while some real-life interactions really are zero-sum—cyber warfare comes to mind—many others are not nearly as straightforward: My win does not necessarily mean your loss. The pie is not fixed, and our interactions may be more positive-sum than not.

What’s more, real-life applications have to contend with something that a poker algorithm does not: the weights that are assigned to different elements of a decision. In poker, this is a simple value-maximizing process. But what is value in the human realm? Sandholm had to contend with this before, when he helped craft the world’s first kidney exchange. Do you want to be more efficient, giving the maximum number of kidneys as quickly as possible—or more fair, which may come at a cost to efficiency? Do you want as many lives as possible saved—or do some take priority at the cost of reaching more? Is there a preference for the length of the wait until a transplant? Do kids get preference? And on and on. It’s essential, Sandholm says, to separate means and the ends. To figure out the ends, a human has to decide what the goal is.

“The world will ultimately become a lot safer with the help of algorithms like Libratus,” Sandholm told me. I wasn’t sure what he meant. The last thing that most people would do is call poker, with its competition, its winners and losers, its quest to gain the maximum edge over your opponent, a haven of safety.

“Logic is good, and the AI is much better at strategic reasoning than humans can ever be,” he explained. “It’s taking out irrationality, emotionality. And it’s fairer. If you have an AI on your side, it can lift non-experts to the level of experts. Naïve negotiators will suddenly have a better weapon. We can start to close off the digital divide.”

It was an optimistic note to end on—a zero-sum, competitive game yielding a more ultimately fair and rational world.

I wanted to learn more, to see if it was really possible that mathematics and algorithms could ultimately be the future of more human, more psychological interactions. And so, later that day, I accompanied Nick Nystrom, the chief scientist of the Pittsburgh Supercomputing Center—the place that runs all of Sandholm’s poker-AI programs—to the actual processing center that make undertakings like Libratus possible.

A half-hour drive found us in a parking lot by a large glass building. I’d expected something more futuristic, not the same square, corporate glass squares I’ve seen countless times before. The inside, however, was more promising. First the security checkpoint. Then the ride in the elevator — down, not up, to roughly three stories below ground, where we found ourselves in a maze of corridors with card readers at every juncture to make sure you don’t slip through undetected. A red-lit panel formed the final barrier, leading to a small sliver of space between two sets of doors. I could hear a loud hum coming from the far side.

“Let me tell you what you’re going to see before we walk in,” Nystrom told me. “Once we get inside, it will be too loud to hear.”

I was about to witness the heart of the supercomputing center: 27 large containers, in neat rows, each housing multiple processors with speeds and abilities too great for my mind to wrap around. Inside, the temperature is by turns arctic and tropic, so-called “cold” rows alternating with “hot”—fans operate around the clock to cool the processors as they churn through millions of giga, mega, tera, peta and other ever-increasing scales of data bytes. In the cool rows, robotic-looking lights blink green and blue in orderly progression. In the hot rows, a jumble of multicolored wires crisscrosses in tangled skeins.

In the corners stood machines that had outlived their heyday. There was Sherlock, an old Cray model, that warmed my heart. There was a sad nameless computer, whose anonymity was partially compensated for by the Warhol soup cans adorning its cage (an homage to Warhol’s Pittsburghian origins).

And where does Libratus live, I asked? Which of these computers is Bridges, the computer that runs the AI Sandholm and I had been discussing?

Bridges, it turned out, isn’t a single computer. It’s a system with processing power beyond comprehension. It takes over two and a half petabytes to run Libratus. A single petabyte is a million gigabytes: You could watch over 13 years of HD video, store 10 billion photos, catalog the contents of the entire Library of Congress word for word. That’s a whole lot of computing power. And that’s only to succeed at heads-up poker, in limited circumstances.

Yet despite the breathtaking computing power at its disposal, Libratus is still severely limited. Yes, it beat its opponents where Claudico failed. But the poker professionals weren’t allowed to use many of the tools of their trade, including the opponent analysis software that they depend on in actual online games. And humans tire. Libratus can churn for a two-week marathon, where the human mind falters.

But there’s still much it can’t do: play more opponents, play live, or win every time. There’s more humanity in poker than Libratus has yet conquered. “There’s this belief that it’s all about statistics and correlations. And we actually don’t believe that,” Nystrom explained as we left Bridges behind. “Once in a while correlations are good, but in general, they can also be really misleading.”

Two years later, the Sandholm lab will produce Pluribus. Pluribus will be able to play against five players—and will run on a single computer. Much of the human edge will have evaporated in a short, very short time. The algorithms have improved, as have the computers. AI, it seems, has gained by leaps and bounds.

So does that mean that, ultimately, the algorithmic can indeed beat out the human, that computation can untangle the web of human interaction by discerning “the little tactics of deception, of asking yourself what is the other man going to think I mean to do,” as von Neumann put it?

Long before I’d spoken to Sandholm, I’d met Kevin Slavin, a polymath of sorts whose past careers have including founding a game design company and an interactive art space and launching the Playful Systems group at MIT’s Media Lab. Slavin has a decidedly different view from the creators of Pluribus. “On the one hand, [von Neumann] was a genius,” Kevin Slavin reflects. “But the presumptuousness of it.”

Slavin is firmly on the side of the gambler, who recognizes uncertainty for what it is and thus is able to take calculated risks when necessary, all the while tampering confidence at the outcome. The most you can do is put yourself in the path of luck—but to think you can guess with certainty the actual outcome is a presumptuousness the true poker player foregoes. For Slavin, the wonder of computers is “That they can generate this fabulous, complex randomness.” His opinion of the algorithmic assaults on chance? “This is their moment,” he said. “But it’s the exact opposite of what’s really beautiful about a computer, which is that it can do something that’s actually unpredictable. That, to me, is the magic.”

Will they actually succeed in making the unpredictable predictable, though? That’s what I want to know. Because everything I’ve seen tells me that absolute success is impossible. The deck is not rigged.

“It’s an unbelievable amount of work to get there. What do you get at the end? Let’s say they’re successful. Then we live in a world where there’s no God, agency, or luck,” Slavin responded.

“I don’t want to live there,’’ he added “I just don’t want to live there.”

Luckily, it seems that for now, he won’t have to. There are more things in life than are yet written in the algorithms. We have no reliable lie detection software—whether in the face, the skin, or the brain. In a recent test of bluffing in poker, computer face recognition failed miserably. We can get at discomfort, but we can’t get at the reasons for that discomfort: lying, fatigue, stress—they all look much the same. And humans, of course, can also mimic stress where none exists, complicating the picture even further.

Pluribus may turn out to be powerful, but von Neumann’s challenge still stands: The true nature of games, the most human of the human, remains to be conquered.

This article was originally published on Undark. Read the original article.

Image Credit: José Pablo Iglesias / Unsplash Continue reading

Posted in Human Robots

#437293 These Scientists Just Completed a 3D ...

Human brain maps are a dime a dozen these days. Maps that detail neurons in a certain region. Maps that draw out functional connections between those cells. Maps that dive deeper into gene expression. Or even meta-maps that combine all of the above.

But have you ever wondered: how well do those maps represent my brain? After all, no two brains are alike. And if we’re ever going to reverse-engineer the brain as a computer simulation—as Europe’s Human Brain Project is trying to do—shouldn’t we ask whose brain they’re hoping to simulate?

Enter a new kind of map: the Julich-Brain, a probabilistic map of human brains that accounts for individual differences using a computational framework. Rather than generating a static PDF of a brain map, the Julich-Brain atlas is also dynamic, in that it continuously changes to incorporate more recent brain mapping results. So far, the map has data from over 24,000 thinly sliced sections from 23 postmortem brains covering most years of adulthood at the cellular level. But the atlas can also continuously adapt to progress in mapping technologies to aid brain modeling and simulation, and link to other atlases and alternatives.

In other words, rather than “just another” human brain map, the Julich-Brain atlas is its own neuromapping API—one that could unite previous brain-mapping efforts with more modern methods.

“It is exciting to see how far the combination of brain research and digital technologies has progressed,” said Dr. Katrin Amunts of the Institute of Neuroscience and Medicine at Research Centre Jülich in Germany, who spearheaded the study.

The Old Dogma
The Julich-Brain atlas embraces traditional brain-mapping while also yanking the field into the 21st century.

First, the new atlas includes the brain’s cytoarchitecture, or how brain cells are organized. As brain maps go, these kinds of maps are the oldest and most fundamental. Rather than exploring how neurons talk to each other functionally—which is all the rage these days with connectome maps—cytoarchitecture maps draw out the physical arrangement of neurons.

Like a census, these maps literally capture how neurons are distributed in the brain, what they look like, and how they layer within and between different brain regions.

Because neurons aren’t packed together the same way between different brain regions, this provides a way to parse the brain into areas that can be further studied. When we say the brain’s “memory center,” the hippocampus, or the emotion center, the “amygdala,” these distinctions are based on cytoarchitectural maps.

Some may call this type of mapping “boring.” But cytoarchitecture maps form the very basis of any sort of neuroscience understanding. Like hand-drawn maps from early explorers sailing to the western hemisphere, these maps provide the brain’s geographical patterns from which we try to decipher functional connections. If brain regions are cities, then cytoarchitecture maps attempt to show trading or other “functional” activities that occur in the interlinking highways.

You might’ve heard of the most common cytoarchitecture map used today: the Brodmann map from 1909 (yup, that old), which divided the brain into classical regions based on the cells’ morphology and location. The map, while impactful, wasn’t able to account for brain differences between people. More recent brain-mapping technologies have allowed us to dig deeper into neuronal differences and divide the brain into more regions—180 areas in the cortex alone, compared with 43 in the original Brodmann map.

The new study took inspiration from that age-old map and transformed it into a digital ecosystem.

A Living Atlas
Work began on the Julich-Brain atlas in the mid-1990s, with a little help from the crowd.

The preparation of human tissue and its microstructural mapping, analysis, and data processing is incredibly labor-intensive, the authors lamented, making it impossible to do for the whole brain at high resolution in just one lab. To build their “Google Earth” for the brain, the team hooked up with EBRAINS, a shared computing platform set up by the Human Brain Project to promote collaboration between neuroscience labs in the EU.

First, the team acquired MRI scans of 23 postmortem brains, sliced the brains into wafer-thin sections, and scanned and digitized them. They corrected distortions from the chopping using data from the MRI scans and then lined up neurons in consecutive sections—picture putting together a 3D puzzle—to reconstruct the whole brain. Overall, the team had to analyze 24,000 brain sections, which prompted them to build a computational management system for individual brain sections—a win, because they could now track individual donor brains too.

Their method was quite clever. They first mapped their results to a brain template from a single person, called the MNI-Colin27 template. Because the reference brain was extremely detailed, this allowed the team to better figure out the location of brain cells and regions in a particular anatomical space.

However, MNI-Colin27’s brain isn’t your or my brain—or any of the brains the team analyzed. To dilute any of Colin’s potential brain quirks, the team also mapped their dataset onto an “average brain,” dubbed the ICBM2009c (catchy, I know).

This step allowed the team to “standardize” their results with everything else from the Human Connectome Project and the UK Biobank, kind of like adding their Google Maps layer to the existing map. To highlight individual brain differences, the team overlaid their dataset on existing ones, and looked for differences in the cytoarchitecture.

The microscopic architecture of neurons change between two areas (dotted line), forming the basis of different identifiable brain regions. To account for individual differences, the team also calculated a probability map (right hemisphere). Image credit: Forschungszentrum Juelich / Katrin Amunts
Based on structure alone, the brains were both remarkably different and shockingly similar at the same time. For example, the cortexes—the outermost layer of the brain—were physically different across donor brains of different age and sex. The region especially divergent between people was Broca’s region, which is traditionally linked to speech production. In contrast, parts of the visual cortex were almost identical between the brains.

The Brain-Mapping Future
Rather than relying on the brain’s visible “landmarks,” which can still differ between people, the probabilistic map is far more precise, the authors said.

What’s more, the map could also pool yet unmapped regions in the cortex—about 30 percent or so—into “gap maps,” providing neuroscientists with a better idea of what still needs to be understood.

“New maps are continuously replacing gap maps with progress in mapping while the process is captured and documented … Consequently, the atlas is not static but rather represents a ‘living map,’” the authors said.

Thanks to its structurally-sound architecture down to individual cells, the atlas can contribute to brain modeling and simulation down the line—especially for personalized brain models for neurological disorders such as seizures. Researchers can also use the framework for other species, and they can even incorporate new data-crunching processors into the workflow, such as mapping brain regions using artificial intelligence.

Fundamentally, the goal is to build shared resources to better understand the brain. “[These atlases] help us—and more and more researchers worldwide—to better understand the complex organization of the brain and to jointly uncover how things are connected,” the authors said.

Image credit: Richard Watts, PhD, University of Vermont and Fair Neuroimaging Lab, Oregon Health and Science University Continue reading

Posted in Human Robots

#437276 Cars Will Soon Be Able to Sense and ...

Imagine you’re on your daily commute to work, driving along a crowded highway while trying to resist looking at your phone. You’re already a little stressed out because you didn’t sleep well, woke up late, and have an important meeting in a couple hours, but you just don’t feel like your best self.

Suddenly another car cuts you off, coming way too close to your front bumper as it changes lanes. Your already-simmering emotions leap into overdrive, and you lay on the horn and shout curses no one can hear.

Except someone—or, rather, something—can hear: your car. Hearing your angry words, aggressive tone, and raised voice, and seeing your furrowed brow, the onboard computer goes into “soothe” mode, as it’s been programmed to do when it detects that you’re angry. It plays relaxing music at just the right volume, releases a puff of light lavender-scented essential oil, and maybe even says some meditative quotes to calm you down.

What do you think—creepy? Helpful? Awesome? Weird? Would you actually calm down, or get even more angry that a car is telling you what to do?

Scenarios like this (maybe without the lavender oil part) may not be imaginary for much longer, especially if companies working to integrate emotion-reading artificial intelligence into new cars have their way. And it wouldn’t just be a matter of your car soothing you when you’re upset—depending what sort of regulations are enacted, the car’s sensors, camera, and microphone could collect all kinds of data about you and sell it to third parties.

Computers and Feelings
Just as AI systems can be trained to tell the difference between a picture of a dog and one of a cat, they can learn to differentiate between an angry tone of voice or facial expression and a happy one. In fact, there’s a whole branch of machine intelligence devoted to creating systems that can recognize and react to human emotions; it’s called affective computing.

Emotion-reading AIs learn what different emotions look and sound like from large sets of labeled data; “smile = happy,” “tears = sad,” “shouting = angry,” and so on. The most sophisticated systems can likely even pick up on the micro-expressions that flash across our faces before we consciously have a chance to control them, as detailed by Daniel Goleman in his groundbreaking book Emotional Intelligence.

Affective computing company Affectiva, a spinoff from MIT Media Lab, says its algorithms are trained on 5,313,751 face videos (videos of people’s faces as they do an activity, have a conversation, or react to stimuli) representing about 2 billion facial frames. Fascinatingly, Affectiva claims its software can even account for cultural differences in emotional expression (for example, it’s more normalized in Western cultures to be very emotionally expressive, whereas Asian cultures tend to favor stoicism and politeness), as well as gender differences.

But Why?
As reported in Motherboard, companies like Affectiva, Cerence, Xperi, and Eyeris have plans in the works to partner with automakers and install emotion-reading AI systems in new cars. Regulations passed last year in Europe and a bill just introduced this month in the US senate are helping make the idea of “driver monitoring” less weird, mainly by emphasizing the safety benefits of preemptive warning systems for tired or distracted drivers (remember that part in the beginning about sneaking glances at your phone? Yeah, that).

Drowsiness and distraction can’t really be called emotions, though—so why are they being lumped under an umbrella that has a lot of other implications, including what many may consider an eerily Big Brother-esque violation of privacy?

Our emotions, in fact, are among the most private things about us, since we are the only ones who know their true nature. We’ve developed the ability to hide and disguise our emotions, and this can be a useful skill at work, in relationships, and in scenarios that require negotiation or putting on a game face.

And I don’t know about you, but I’ve had more than one good cry in my car. It’s kind of the perfect place for it; private, secluded, soundproof.

Putting systems into cars that can recognize and collect data about our emotions under the guise of preventing accidents due to the state of mind of being distracted or the physical state of being sleepy, then, seems a bit like a bait and switch.

A Highway to Privacy Invasion?
European regulations will help keep driver data from being used for any purpose other than ensuring a safer ride. But the US is lagging behind on the privacy front, with car companies largely free from any enforceable laws that would keep them from using driver data as they please.

Affectiva lists the following as use cases for occupant monitoring in cars: personalizing content recommendations, providing alternate route recommendations, adapting environmental conditions like lighting and heating, and understanding user frustration with virtual assistants and designing those assistants to be emotion-aware so that they’re less frustrating.

Our phones already do the first two (though, granted, we’re not supposed to look at them while we drive—but most cars now let you use bluetooth to display your phone’s content on the dashboard), and the third is simply a matter of reaching a hand out to turn a dial or press a button. The last seems like a solution for a problem that wouldn’t exist without said… solution.

Despite how unnecessary and unsettling it may seem, though, emotion-reading AI isn’t going away, in cars or other products and services where it might provide value.

Besides automotive AI, Affectiva also makes software for clients in the advertising space. With consent, the built-in camera on users’ laptops records them while they watch ads, gauging their emotional response, what kind of marketing is most likely to engage them, and how likely they are to buy a given product. Emotion-recognition tech is also being used or considered for use in mental health applications, call centers, fraud monitoring, and education, among others.

In a 2015 TED talk, Affectiva co-founder Rana El-Kaliouby told her audience that we’re living in a world increasingly devoid of emotion, and her goal was to bring emotions back into our digital experiences. Soon they’ll be in our cars, too; whether the benefits will outweigh the costs remains to be seen.

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