Tag Archives: Performance

#438925 Nanophotonics Could Be the ‘Dark ...

The race to build the first practical quantum computers looks like a two-horse contest between machines built from superconducting qubits and those that use trapped ions. But new research suggests a third contender—machines based on optical technology—could sneak up on the inside.

The most advanced quantum computers today are the ones built by Google and IBM, which rely on superconducting circuits to generate the qubits that form the basis of quantum calculations. They are now able to string together tens of qubits, and while controversial, Google claims its machines have achieved quantum supremacy—the ability to carry out a computation beyond normal computers.

Recently this approach has been challenged by a wave of companies looking to use trapped ion qubits, which are more stable and less error-prone than superconducting ones. While these devices are less developed, engineering giant Honeywell has already released a machine with 10 qubits, which it says is more powerful than a machine made of a greater number of superconducting qubits.

But despite this progress, both of these approaches have some major drawbacks. They require specialized fabrication methods, incredibly precise control mechanisms, and they need to be cooled to close to absolute zero to protect the qubits from any outside interference.

That’s why researchers at Canadian quantum computing hardware and software startup Xanadu are backing an alternative quantum computing approach based on optics, which was long discounted as impractical. In a paper published last week in Nature, they unveiled the first fully programmable and scalable optical chip that can run quantum algorithms. Not only does the system run at room temperature, but the company says it could scale to millions of qubits.

The idea isn’t exactly new. As Chris Lee notes in Ars Technica, people have been experimenting with optical approaches to quantum computing for decades, because encoding information in photons’ quantum states and manipulating those states is relatively easy. The biggest problem was that optical circuits were very large and not readily programmable, which meant you had to build a new computer for every new problem you wanted to solve.

That started to change thanks to the growing maturity of photonic integrated circuits. While early experiments with optical computing involved complex table-top arrangements of lasers, lenses, and detectors, today it’s possible to buy silicon chips not dissimilar to electronic ones that feature hundreds of tiny optical components.

In recent years, the reliability and performance of these devices has improved dramatically, and they’re now regularly used by the telecommunications industry. Some companies believe they could be the future of artificial intelligence too.

This allowed the Xanadu researchers to design a silicon chip that implements a complex optical network made up of beam splitters, waveguides, and devices called interferometers that cause light sources to interact with each other.

The chip can generate and manipulate up to eight qubits, but unlike conventional qubits, which can simultaneously be in two states, these qubits can be in any configuration of three states, which means they can carry more information.

Once the light has travelled through the network, it is then fed out to cutting-edge photon-counting detectors that provide the result. This is one of the potential limitations of the system, because currently these detectors need to be cryogenically cooled, although the rest of the chip does not.

But most importantly, the chip is easily re-programmable, which allows it to tackle a variety of problems. The computation can be controlled by adjusting the settings of these interferometers, but the researchers have also developed a software platform that hides the physical complexity from users and allows them to program it using fairly conventional code.

The company announced that its chips were available on the cloud in September of 2020, but the Nature paper is the first peer-reviewed test of their system. The researchers verified that the computations being done were genuinely quantum mechanical in nature, but they also implemented two more practical algorithms: one for simulating molecules and the other for judging how similar two graphs are, which has applications in a variety of pattern recognition problems.

In an accompanying opinion piece, Ulrik Andersen from the Technical University of Denmark says the quality of the qubits needs to be improved considerably and photon losses reduced if the technology is ever to scale to practical problems. But, he says, this breakthrough suggests optical approaches “could turn out to be the dark horse of quantum computing.”

Image Credit: Shahadat Rahman on Unsplash Continue reading

Posted in Human Robots

#438886 This Week’s Awesome Tech Stories From ...

ARTIFICIAL INTELLIGENCE
This Chip for AI Works Using Light, Not Electrons
Will Knight | Wired
“As demand for artificial intelligence grows, so does hunger for the computer power needed to keep AI running. Lightmatter, a startup born at MIT, is betting that AI’s voracious hunger will spawn demand for a fundamentally different kind of computer chip—one that uses light to perform key calculations. ‘Either we invent new kinds of computers to continue,’ says Lightmatter CEO Nick Harris, ‘or AI slows down.’i”

BIOTECH
With This CAD for Genomes, You Can Design New Organisms
Eliza Strickland | IEEE Spectrum
“Imagine being able to design a new organism as easily as you can design a new integrated circuit. That’s the ultimate vision behind the computer-aided design (CAD) program being developed by the GP-write consortium. ‘We’re taking the same things we’d do for design automation in electronics, and applying them to biology,’ says Doug Densmore, an associate professor of electrical and computer engineering at Boston University.”

BIOLOGY
Hey, So These Sea Slugs Decapitate Themselves and Grow New Bodies
Matt Simon | Wired
“That’s right: It pulled a Deadpool. Just a few hours after its self-decapitation, the head began dragging itself around to feed. After a day, the neck wound had closed. After a week, it started to regenerate a heart. In less than a month, the whole body had grown back, and the disembodied slug was embodied once more.”

INTERNET
Move Over, Deep Nostalgia, This AI App Can Make Kim Jong-un Sing ‘I Will Survive’
Helen Sullivan | The Guardian
“If you’ve ever wanted to know what it might be like to see Kim Jong-un let loose at karaoke, your wish has been granted, thanks to an app that lets users turn photographs of anyone—or anything remotely resembling a face—into uncanny AI-powered videos of them lip syncing famous songs.”

ENERGY
GM Unveils Plans for Lithium-Metal Batteries That Could Boost EV Range
Steve Dent | Engadget
“GM has released more details about its next-generation Ultium batteries, including plans for lithium-metal (Li-metal) technology to boost performance and energy density. The automaker announced that it has signed an agreement to work with SolidEnergy Systems (SES), an MIT spinoff developing prototype Li-metal batteries with nearly double the capacity of current lithium-ion cells.”

TECHNOLOGY
Xi’s Gambit: China Plans for a World Without American Technology
Paul Mozur and Steven Lee Myers | The New York Times
“China is freeing up tens of billions of dollars for its tech industry to borrow. It is cataloging the sectors where the United States or others could cut off access to crucial technologies. And when its leaders released their most important economic plans last week, they laid out their ambitions to become an innovation superpower beholden to none.”

SCIENCE
Imaginary Numbers May Be Essential for Describing Reality
Charlie Wood | Wired
“…physicists may have just shown for the first time that imaginary numbers are, in a sense, real. A group of quantum theorists designed an experiment whose outcome depends on whether nature has an imaginary side. Provided that quantum mechanics is correct—an assumption few would quibble with—the team’s argument essentially guarantees that complex numbers are an unavoidable part of our description of the physical universe.”

PHILOSOPHY
What Is Life? Its Vast Diversity Defies Easy Definition
Carl Zimmer | Quanta
“i‘It is commonly said,’ the scientists Frances Westall and André Brack wrote in 2018, ‘that there are as many definitions of life as there are people trying to define it.’ …As an observer of science and of scientists, I find this behavior strange. It is as if astronomers kept coming up with new ways to define stars. …With scientists adrift in an ocean of definitions, philosophers rowed out to offer lifelines.”

Image Credit: Kir Simakov / Unsplash Continue reading

Posted in Human Robots

#438801 This AI Thrashes the Hardest Atari Games ...

Learning from rewards seems like the simplest thing. I make coffee, I sip coffee, I’m happy. My brain registers “brewing coffee” as an action that leads to a reward.

That’s the guiding insight behind deep reinforcement learning, a family of algorithms that famously smashed most of Atari’s gaming catalog and triumphed over humans in strategy games like Go. Here, an AI “agent” explores the game, trying out different actions and registering ones that let it win.

Except it’s not that simple. “Brewing coffee” isn’t one action; it’s a series of actions spanning several minutes, where you’re only rewarded at the very end. By just tasting the final product, how do you learn to fine-tune grind coarseness, water to coffee ratio, brewing temperature, and a gazillion other factors that result in the reward—tasty, perk-me-up coffee?

That’s the problem with “sparse rewards,” which are ironically very abundant in our messy, complex world. We don’t immediately get feedback from our actions—no video-game-style dings or points for just grinding coffee beans—yet somehow we’re able to learn and perform an entire sequence of arm and hand movements while half-asleep.

This week, researchers from UberAI and OpenAI teamed up to bestow this talent on AI.

The trick is to encourage AI agents to “return” to a previous step, one that’s promising for a winning solution. The agent then keeps a record of that state, reloads it, and branches out again to intentionally explore other solutions that may have been left behind on the first go-around. Video gamers are likely familiar with this idea: live, die, reload a saved point, try something else, repeat for a perfect run-through.

The new family of algorithms, appropriately dubbed “Go-Explore,” smashed notoriously difficult Atari games like Montezuma’s Revenge that were previously unsolvable by its AI predecessors, while trouncing human performance along the way.

It’s not just games and digital fun. In a computer simulation of a robotic arm, the team found that installing Go-Explore as its “brain” allowed it to solve a challenging series of actions when given very sparse rewards. Because the overarching idea is so simple, the authors say, it can be adapted and expanded to other real-world problems, such as drug design or language learning.

Growing Pains
How do you reward an algorithm?

Rewards are very hard to craft, the authors say. Take the problem of asking a robot to go to a fridge. A sparse reward will only give the robot “happy points” if it reaches its destination, which is similar to asking a baby, with no concept of space and danger, to crawl through a potential minefield of toys and other obstacles towards a fridge.

“In practice, reinforcement learning works very well, if you have very rich feedback, if you can tell, ‘hey, this move is good, that move is bad, this move is good, that move is bad,’” said study author Joost Huinzinga. However, in situations that offer very little feedback, “rewards can intentionally lead to a dead end. Randomly exploring the space just doesn’t cut it.”

The other extreme is providing denser rewards. In the same robot-to-fridge example, you could frequently reward the bot as it goes along its journey, essentially helping “map out” the exact recipe to success. But that’s troubling as well. Over-holding an AI’s hand could result in an extremely rigid robot that ignores new additions to its path—a pet, for example—leading to dangerous situations. It’s a deceptive AI solution that seems effective in a simple environment, but crashes in the real world.

What we need are AI agents that can tackle both problems, the team said.

Intelligent Exploration
The key is to return to the past.

For AI, motivation usually comes from “exploring new or unusual situations,” said Huizinga. It’s efficient, but comes with significant downsides. For one, the AI agent could prematurely stop going back to promising areas because it thinks it had already found a good solution. For another, it could simply forget a previous decision point because of the mechanics of how it probes the next step in a problem.

For a complex task, the end result is an AI that randomly stumbles around towards a solution while ignoring potentially better ones.

“Detaching from a place that was previously visited after collecting a reward doesn’t work in difficult games, because you might leave out important clues,” Huinzinga explained.

Go-Explore solves these problems with a simple principle: first return, then explore. In essence, the algorithm saves different approaches it previously tried and loads promising save points—once more likely to lead to victory—to explore further.

Digging a bit deeper, the AI stores screen caps from a game. It then analyzes saved points and groups images that look alike as a potential promising “save point” to return to. Rinse and repeat. The AI tries to maximize its final score in the game, and updates its save points when it achieves a new record score. Because Atari doesn’t usually allow people to revisit any random point, the team used an emulator, which is a kind of software that mimics the Atari system but with custom abilities such as saving and reloading at any time.

The trick worked like magic. When pitted against 55 Atari games in the OpenAI gym, now commonly used to benchmark reinforcement learning algorithms, Go-Explore knocked out state-of-the-art AI competitors over 85 percent of the time.

It also crushed games previously unbeatable by AI. Montezuma’s Revenge, for example, requires you to move Pedro, the blocky protagonist, through a labyrinth of underground temples while evading obstacles such as traps and enemies and gathering jewels. One bad jump could derail the path to the next level. It’s a perfect example of sparse rewards: you need a series of good actions to get to the reward—advancing onward.

Go-Explore didn’t just beat all levels of the game, a first for AI. It also scored higher than any previous record for reinforcement learning algorithms at lower levels while toppling the human world record.

Outside a gaming environment, Go-Explore was also able to boost the performance of a simulated robot arm. While it’s easy for humans to follow high-level guidance like “put the cup on this shelf in a cupboard,” robots often need explicit training—from grasping the cup to recognizing a cupboard, moving towards it while avoiding obstacles, and learning motions to not smash the cup when putting it down.

Here, similar to the real world, the digital robot arm was only rewarded when it placed the cup onto the correct shelf, out of four possible shelves. When pitted against another algorithm, Go-Explore quickly figured out the movements needed to place the cup, while its competitor struggled with even reliably picking the cup up.

Combining Forces
By itself, the “first return, then explore” idea behind Go-Explore is already powerful. The team thinks it can do even better.

One idea is to change the mechanics of save points. Rather than reloading saved states through the emulator, it’s possible to train a neural network to do the same, without needing to relaunch a saved state. It’s a potential way to make the AI even smarter, the team said, because it can “learn” to overcome one obstacle once, instead of solving the same problem again and again. The downside? It’s much more computationally intensive.

Another idea is to combine Go-Explore with an alternative form of learning, called “imitation learning.” Here, an AI observes human behavior and mimics it through a series of actions. Combined with Go-Explore, said study author Adrien Ecoffet, this could make more robust robots capable of handling all the complexity and messiness in the real world.

To the team, the implications go far beyond Go-Explore. The concept of “first return, then explore” seems to be especially powerful, suggesting “it may be a fundamental feature of learning in general.” The team said, “Harnessing these insights…may be essential…to create generally intelligent agents.”

Image Credit: Adrien Ecoffet, Joost Huizinga, Joel Lehman, Kenneth O. Stanley, and Jeff Clune Continue reading

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#438779 Meet Catfish Charlie, the CIA’s ...

Photo: CIA Museum

CIA roboticists designed Catfish Charlie to take water samples undetected. Why they wanted a spy fish for such a purpose remains classified.

In 1961, Tom Rogers of the Leo Burnett Agency created Charlie the Tuna, a jive-talking cartoon mascot and spokesfish for the StarKist brand. The popular ad campaign ran for several decades, and its catchphrase “Sorry, Charlie” quickly hooked itself in the American lexicon.

When the CIA’s Office of Advanced Technologies and Programs started conducting some fish-focused research in the 1990s, Charlie must have seemed like the perfect code name. Except that the CIA’s Charlie was a catfish. And it was a robot.

More precisely, Charlie was an unmanned underwater vehicle (UUV) designed to surreptitiously collect water samples. Its handler controlled the fish via a line-of-sight radio handset. Not much has been revealed about the fish’s construction except that its body contained a pressure hull, ballast system, and communications system, while its tail housed the propulsion. At 61 centimeters long, Charlie wouldn’t set any biggest-fish records. (Some species of catfish can grow to 2 meters.) Whether Charlie reeled in any useful intel is unknown, as details of its missions are still classified.

For exploring watery environments, nothing beats a robot
The CIA was far from alone in its pursuit of UUVs nor was it the first agency to do so. In the United States, such research began in earnest in the 1950s, with the U.S. Navy’s funding of technology for deep-sea rescue and salvage operations. Other projects looked at sea drones for surveillance and scientific data collection.

Aaron Marburg, a principal electrical and computer engineer who works on UUVs at the University of Washington’s Applied Physics Laboratory, notes that the world’s oceans are largely off-limits to crewed vessels. “The nature of the oceans is that we can only go there with robots,” he told me in a recent Zoom call. To explore those uncharted regions, he said, “we are forced to solve the technical problems and make the robots work.”

Image: Thomas Wells/Applied Physics Laboratory/University of Washington

An oil painting commemorates SPURV, a series of underwater research robots built by the University of Washington’s Applied Physics Lab. In nearly 400 deployments, no SPURVs were lost.

One of the earliest UUVs happens to sit in the hall outside Marburg’s office: the Self-Propelled Underwater Research Vehicle, or SPURV, developed at the applied physics lab beginning in the late ’50s. SPURV’s original purpose was to gather data on the physical properties of the sea, in particular temperature and sound velocity. Unlike Charlie, with its fishy exterior, SPURV had a utilitarian torpedo shape that was more in line with its mission. Just over 3 meters long, it could dive to 3,600 meters, had a top speed of 2.5 m/s, and operated for 5.5 hours on a battery pack. Data was recorded to magnetic tape and later transferred to a photosensitive paper strip recorder or other computer-compatible media and then plotted using an IBM 1130.

Over time, SPURV’s instrumentation grew more capable, and the scope of the project expanded. In one study, for example, SPURV carried a fluorometer to measure the dispersion of dye in the water, to support wake studies. The project was so successful that additional SPURVs were developed, eventually completing nearly 400 missions by the time it ended in 1979.

Working on underwater robots, Marburg says, means balancing technical risks and mission objectives against constraints on funding and other resources. Support for purely speculative research in this area is rare. The goal, then, is to build UUVs that are simple, effective, and reliable. “No one wants to write a report to their funders saying, ‘Sorry, the batteries died, and we lost our million-dollar robot fish in a current,’ ” Marburg says.

A robot fish called SoFi
Since SPURV, there have been many other unmanned underwater vehicles, of various shapes and sizes and for various missions, developed in the United States and elsewhere. UUVs and their autonomous cousins, AUVs, are now routinely used for scientific research, education, and surveillance.

At least a few of these robots have been fish-inspired. In the mid-1990s, for instance, engineers at MIT worked on a RoboTuna, also nicknamed Charlie. Modeled loosely on a blue-fin tuna, it had a propulsion system that mimicked the tail fin of a real fish. This was a big departure from the screws or propellers used on UUVs like SPURV. But this Charlie never swam on its own; it was always tethered to a bank of instruments. The MIT group’s next effort, a RoboPike called Wanda, overcame this limitation and swam freely, but never learned to avoid running into the sides of its tank.

Fast-forward 25 years, and a team from MIT’s Computer Science and Artificial Intelligence Laboratory (CSAIL) unveiled SoFi, a decidedly more fishy robot designed to swim next to real fish without disturbing them. Controlled by a retrofitted Super Nintendo handset, SoFi could dive more than 15 meters, control its own buoyancy, and swim around for up to 40 minutes between battery charges. Noting that SoFi’s creators tested their robot fish in the gorgeous waters off Fiji, IEEE Spectrum’s Evan Ackerman noted, “Part of me is convinced that roboticists take on projects like these…because it’s a great way to justify a trip somewhere exotic.”

SoFi, Wanda, and both Charlies are all examples of biomimetics, a term coined in 1974 to describe the study of biological mechanisms, processes, structures, and substances. Biomimetics looks to nature to inspire design.

Sometimes, the resulting technology proves to be more efficient than its natural counterpart, as Richard James Clapham discovered while researching robotic fish for his Ph.D. at the University of Essex, in England. Under the supervision of robotics expert Huosheng Hu, Clapham studied the swimming motion of Cyprinus carpio, the common carp. He then developed four robots that incorporated carplike swimming, the most capable of which was iSplash-II. When tested under ideal conditions—that is, a tank 5 meters long, 2 meters wide, and 1.5 meters deep—iSpash-II obtained a maximum velocity of 11.6 body lengths per second (or about 3.7 m/s). That’s faster than a real carp, which averages a top velocity of 10 body lengths per second. But iSplash-II fell short of the peak performance of a fish darting quickly to avoid a predator.

Of course, swimming in a test pool or placid lake is one thing; surviving the rough and tumble of a breaking wave is another matter. The latter is something that roboticist Kathryn Daltorio has explored in depth.

Daltorio, an assistant professor at Case Western Reserve University and codirector of the Center for Biologically Inspired Robotics Research there, has studied the movements of cockroaches, earthworms, and crabs for clues on how to build better robots. After watching a crab navigate from the sandy beach to shallow water without being thrown off course by a wave, she was inspired to create an amphibious robot with tapered, curved feet that could dig into the sand. This design allowed her robot to withstand forces up to 138 percent of its body weight.

Photo: Nicole Graf

This robotic crab created by Case Western’s Kathryn Daltorio imitates how real crabs grab the sand to avoid being toppled by waves.

In her designs, Daltorio is following architect Louis Sullivan’s famous maxim: Form follows function. She isn’t trying to imitate the aesthetics of nature—her robot bears only a passing resemblance to a crab—but rather the best functionality. She looks at how animals interact with their environments and steals evolution’s best ideas.

And yet, Daltorio admits, there is also a place for realistic-looking robotic fish, because they can capture the imagination and spark interest in robotics as well as nature. And unlike a hyperrealistic humanoid, a robotic fish is unlikely to fall into the creepiness of the uncanny valley.

In writing this column, I was delighted to come across plenty of recent examples of such robotic fish. Ryomei Engineering, a subsidiary of Mitsubishi Heavy Industries, has developed several: a robo-coelacanth, a robotic gold koi, and a robotic carp. The coelacanth was designed as an educational tool for aquariums, to present a lifelike specimen of a rarely seen fish that is often only known by its fossil record. Meanwhile, engineers at the University of Kitakyushu in Japan created Tai-robot-kun, a credible-looking sea bream. And a team at Evologics, based in Berlin, came up with the BOSS manta ray.

Whatever their official purpose, these nature-inspired robocreatures can inspire us in return. UUVs that open up new and wondrous vistas on the world’s oceans can extend humankind’s ability to explore. We create them, and they enhance us, and that strikes me as a very fair and worthy exchange.

This article appears in the March 2021 print issue as “Catfish, Robot, Swimmer, Spy.”

About the Author
Allison Marsh is an associate professor of history at the University of South Carolina and codirector of the university’s Ann Johnson Institute for Science, Technology & Society. Continue reading

Posted in Human Robots

#438731 Video Friday: Perseverance Lands on Mars

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!):

HRI 2021 – March 8-11, 2021 – [Online Conference]
RoboSoft 2021 – April 12-16, 2021 – [Online Conference]
ICRA 2021 – May 30-5, 2021 – Xi'an, China
Let us know if you have suggestions for next week, and enjoy today's videos.

Hmm, did anything interesting happen in robotics yesterday week?

Obviously, we're going to have tons more on the Mars Rover and Mars Helicopter over the next days, weeks, months, years, and (if JPL's track record has anything to say about it) decades. Meantime, here's what's going to happen over the next day or two:

[ Mars 2020 ]

PLEN hopes you had a happy Valentine's Day!

[ PLEN ]

Unitree dressed up a whole bunch of Laikago quadrupeds to take part in the 2021 Spring Festival Gala in China.

[ Unitree ]

Thanks Xingxing!

Marine iguanas compete for the best nesting sites on the Galapagos Islands. Meanwhile RoboSpy Iguana gets involved in a snot sneezing competition after the marine iguanas return from the sea.

[ Spy in the Wild ]

Tails, it turns out, are useful for almost everything.

[ DART Lab ]

Partnered with MD-TEC, this video demonstrates use of teleoperated robotic arms and virtual reality interface to perform closed suction for self-ventilating tracheostomy patients during COVID -19 outbreak. Use of closed suction is recommended to minimise aerosol generated during this procedure. This robotic method avoids staff exposure to virus to further protect NHS.

[ Extend Robotics ]

Fotokite is a safe, practical way to do local surveillance with a drone.

I just wish they still had a consumer version 🙁

[ Fotokite ]

How to confuse fish.

[ Harvard ]

Army researchers recently expanded their research area for robotics to a site just north of Baltimore. Earlier this year, Army researchers performed the first fully-autonomous tests onsite using an unmanned ground vehicle test bed platform, which serves as the standard baseline configuration for multiple programmatic efforts within the laboratory. As a means to transition from simulation-based testing, the primary purpose of this test event was to capture relevant data in a live, operationally-relevant environment.

[ Army ]

Flexiv's new RIZON 10 robot hopes you had a happy Valentine's Day!

[ Flexiv ]

Thanks Yunfan!

An inchworm-inspired crawling robot (iCrawl) is a 5 DOF robot with two legs; each with an electromagnetic foot to crawl on the metal pipe surfaces. The robot uses a passive foot-cap underneath an electromagnetic foot, enabling it to be a versatile pipe-crawler. The robot has the ability to crawl on the metal pipes of various curvatures in horizontal and vertical directions. The robot can be used as a new robotic solution to assist close inspection outside the pipelines, thus minimizing downtime in the oil and gas industry.

[ Paper ]

Thanks Poramate!

A short film about Robot Wars from Blender Magazine in 1995.

[ YouTube ]

While modern cameras provide machines with a very well-developed sense of vision, robots still lack such a comprehensive solution for their sense of touch. The talk will present examples of why the sense of touch can prove crucial for a wide range of robotic applications, and a tech demo will introduce a novel sensing technology targeting the next generation of soft robotic skins. The prototype of the tactile sensor developed at ETH Zurich exploits the advances in camera technology to reconstruct the forces applied to a soft membrane. This technology has the potential to revolutionize robotic manipulation, human-robot interaction, and prosthetics.

[ ETHZ ]

Thanks Markus!

Quadrupedal robotics has reached a level of performance and maturity that enables some of the most advanced real-world applications with autonomous mobile robots. Driven by excellent research in academia and industry all around the world, a growing number of platforms with different skills target different applications and markets. We have invited a selection of experts with long-standing experience in this vibrant research area

[ IFRR ]

Thanks Fan!

Since January 2020, more than 300 different robots in over 40 countries have been used to cope with some aspect of the impact of the coronavirus pandemic on society. The majority of these robots have been used to support clinical care and public safety, allowing responders to work safely and to handle the surge in infections. This panel will discuss how robots have been successfully used and what is needed, both in terms of fundamental research and policy, for robotics to be prepared for the future emergencies.

[ IFRR ]

At Skydio, we ship autonomous robots that are flown at scale in complex, unknown environments every day. We’ve invested six years of R&D into handling extreme visual scenarios not typically considered by academia nor encountered by cars, ground robots, or AR applications. Drones are commonly in scenes with few or no semantic priors on the environment and must deftly navigate thin objects, extreme lighting, camera artifacts, motion blur, textureless surfaces, vibrations, dirt, smudges, and fog. These challenges are daunting for classical vision, because photometric signals are simply inconsistent. And yet, there is no ground truth for direct supervision of deep networks. We’ll take a detailed look at these issues and how we’ve tackled them to push the state of the art in visual inertial navigation, obstacle avoidance, rapid trajectory planning. We will also cover the new capabilities on top of our core navigation engine to autonomously map complex scenes and capture all surfaces, by performing real-time 3D reconstruction across multiple flights.

[ UPenn ] Continue reading

Posted in Human Robots