Tag Archives: programming

#436550 Work in the Age of Web 3.0

What is the future of work? Is our future one of ‘technological socialism’ (where technology is taking care of our needs)? Or will tomorrow’s workplace be completely virtualized, allowing us to hang out at home in our PJs while “walking” about our virtual corporate headquarters?

This blog will look at the future of work during the age of Web 3.0, examining scenarios in which artificial intelligence, virtual reality, and the spatial web converge to transform every element of our careers, from training, to execution, to free time.

To offer a quick recap on what the Spatial Web is and how it works, let’s cover some brief history.

A Quick Recap on Web 3.0
While Web 1.0 consisted of static documents and read-only data (static web pages), Web 2.0 introduced multimedia content, interactive web applications, and participatory social media, all of these mediated by two-dimensional screens.

But over the next two to five years, the convergence of 5G, artificial intelligence, VR/AR, and a trillion-sensor economy will enable us to both map our physical world into virtual space and superimpose a digital data layer onto our physical environments. Suddenly, all our information will be manipulated, stored, understood and experienced in spatial ways.

In this blog, I’ll be discussing the Spatial Web’s vast implications for:

Professional Training
Delocalized Business & the Virtual Workplace
Smart Permissions & Data Security

Let’s dive in.

Virtual Training, Real-World Results
Virtual and augmented reality have already begun disrupting the professional training market. As projected by ABI Research, the enterprise VR training market is on track to exceed $6.3 billion in value by 2022.

Leading the charge, Walmart has already implemented VR across 200 Academy training centers, running over 45 modules and simulating everything from unusual customer requests to a Black Friday shopping rush.

Then in September 2018, Walmart committed to a 17,000-headset order of the Oculus Go to equip every US Supercenter, neighborhood market, and discount store with VR-based employee training. By mid-2019, Walmart had tracked a 10-15 percent boost in employee confidence as a result of newly implemented VR training.

In the engineering world, Bell Helicopter is using VR to massively expedite development and testing of its latest aircraft, FCX-001. Partnering with Sector 5 Digital and HTC VIVE, Bell found it could concentrate a typical 6-year aircraft design process into the course of 6 months, turning physical mock-ups into CAD-designed virtual replicas.

But beyond the design process itself, Bell is now one of a slew of companies pioneering VR pilot tests and simulations with real-world accuracy. Seated in a true-to-life virtual cockpit, pilots have now tested countless iterations of the FCX-001 in virtual flight, drawing directly onto the 3D model and enacting aircraft modifications in real-time.

And in an expansion of our virtual senses, several key players are already working on haptic feedback. In the case of VR flight, French company Go Touch VR is now partnering with software developer FlyInside on fingertip-mounted haptic tech for aviation.

Dramatically reducing time and trouble required for VR-testing pilots, they aim to give touch-based confirmation of every switch and dial activated on virtual flights, just as one would experience in a full-sized cockpit mockup. Replicating texture, stiffness, and even the sensation of holding an object, these piloted devices contain a suite of actuators to simulate everything from a light touch to higher-pressured contact, all controlled by gaze and finger movements.

When it comes to other high-risk simulations, virtual and augmented reality have barely scratched the surface.

Firefighters can now combat virtual wildfires with new platforms like FLAIM Trainer or TargetSolutions. And thanks to the expansion of medical AR/VR services like 3D4Medical or Echopixel, surgeons might soon perform operations on annotated organs and magnified incision sites, speeding up reaction times and vastly improving precision.

But perhaps most urgent, Web 3.0 and its VR interface will offer an immediate solution for today’s constant industry turnover and large-scale re-education demands. VR educational facilities with exact replicas of anything from large industrial equipment to minute circuitry will soon give anyone a second chance at the 21st-century job market.

Want to be an electric, autonomous vehicle mechanic at age 15? Throw on a demonetized VR module and learn by doing, testing your prototype iterations at almost zero cost and with no risk of harming others.

Want to be a plasma physicist and play around with a virtual nuclear fusion reactor? Now you’ll be able to simulate results and test out different tweaks, logging Smart Educational Record credits in the process.

As tomorrow’s career model shifts from a “one-and-done graduate degree” to continuous lifelong education, professional VR-based re-education will allow for a continuous education loop, reducing the barrier to entry for anyone wanting to enter a new industry.

But beyond professional training and virtually enriched, real-world work scenarios, Web 3.0 promises entirely virtual workplaces and blockchain-secured authorization systems.

Rise of the Virtual Workplace & Digital Data Integrity
In addition to enabling a virtual goods marketplace, the Spatial Web is also giving way to “virtual company headquarters” and completely virtualized companies, where employees can work from home or any place on the planet.

Too good to be true? Check out an incredible publicly listed company called eXp Realty.

Launched on the heels of the 2008 financial crisis, eXp Realty beat the odds, going public this past May and surpassing a $1B market cap on day one of trading. But how? Opting for a demonetized virtual model, eXp’s founder Glenn Sanford decided to ditch brick and mortar from the get-go, instead building out an online virtual campus for employees, contractors, and thousands of agents.

And after years of hosting team meetings, training seminars, and even agent discussions with potential buyers through 2D digital interfaces, eXp’s virtual headquarters went spatial. What is eXp’s primary corporate value? FUN! And Glenn Sanford’s employees love their jobs.

In a bid to transition from 2D interfaces to immersive, 3D work experiences, virtual platform VirBELA built out the company’s office space in VR, unlocking indefinite scaling potential and an extraordinary new precedent. Foregoing any physical locations for a centralized VR campus, eXp Realty has essentially thrown out all overhead and entered a lucrative market with barely any upfront costs.

Delocalize with VR, and you can now hire anyone with Internet access (right next door or on the other side of the planet), redesign your corporate office every month, throw in an ocean-view office or impromptu conference room for client meetings, and forget about guzzled-up hours in traffic.

Throw in the Spatial Web’s fundamental blockchain-based data layer, and now cryptographically secured virtual IDs will let you validate colleagues’ identities or any of the virtual avatars we will soon inhabit.

This becomes critically important for spatial information logs—keeping incorruptible records of who’s present at a meeting, which data each person has access to, and AI-translated reports of everything discussed and contracts agreed to.

But as I discussed in a previous Spatial Web blog, not only will Web 3.0 and VR advancements allow us to build out virtual worlds, but we’ll soon be able to digitally map our real-world physical offices or entire commercial high rises too.

As data gets added and linked to any given employee’s office, conference room, or security system, we might then access online-merge-offline environments and information through augmented reality.

Imagine showing up at your building’s concierge and your AR glasses automatically check you into the building, authenticating your identity and pulling up any reminders you’ve linked to that specific location.

You stop by a friend’s office, and his smart security system lets you know he’ll arrive in an hour. Need to book a public conference room that’s already been scheduled by another firm’s marketing team? Offer to pay them a fee and, once accepted, a smart transaction will automatically deliver a payment to their company account.

With blockchain-verified digital identities, spatially logged data, and virtually manifest information, business logistics take a fraction of the time, operations grow seamless, and corporate data will be safer than ever.

Final Thoughts
While converging technologies slash the lifespan of Fortune 500 companies, bring on the rise of vast new industries, and transform the job market, Web 3.0 is changing the way we work, where we work, and who we work with.

Life-like virtual modules are already unlocking countless professional training camps, modifiable in real time and easily updated. Virtual programming and blockchain-based authentication are enabling smart data logging, identity protection, and on-demand smart asset trading. And VR/AR-accessible worlds (and corporate campuses) not only demonetize, dematerialize, and delocalize our everyday workplaces, but enrich our physical worlds with AI-driven, context-specific data.

Welcome to the Spatial Web workplace.

Join Me
(1) A360 Executive Mastermind: If you’re an exponentially and abundance-minded entrepreneur who would like coaching directly from me, consider joining my Abundance 360 Mastermind, a highly selective community of 360 CEOs and entrepreneurs who I coach for 3 days every January in Beverly Hills, Ca. Through A360, I provide my members with context and clarity about how converging exponential technologies will transform every industry. I’m committed to running A360 for the course of an ongoing 25-year journey as a “countdown to the Singularity.”

If you’d like to learn more and consider joining our 2021 membership, apply here.

(2) Abundance-Digital Online Community: I’ve also created a Digital/Online community of bold, abundance-minded entrepreneurs called Abundance-Digital. Abundance-Digital is Singularity University’s ‘onramp’ for exponential entrepreneurs—those who want to get involved and play at a higher level. Click here to learn more.

(Both A360 and Abundance-Digital are part of Singularity University—your participation opens you to a global community.)

This article originally appeared on diamandis.com. Read the original article here.

Image Credit: Image by Gerd Altmann from Pixabay Continue reading

Posted in Human Robots

#436234 Robot Gift Guide 2019

Welcome to the eighth edition of IEEE Spectrum’s Robot Gift Guide!

This year we’re featuring 15 robotic products that we think will make fantastic holiday gifts. As always, we tried to include a broad range of robot types and prices, focusing mostly on items released this year. (A reminder: While we provide links to places where you can buy these items, we’re not endorsing any in particular, and a little bit of research may result in better deals.)

If you need even more robot gift ideas, take a look at our past guides: 2018, 2017, 2016, 2015, 2014, 2013, and 2012. Some of those robots are still great choices and might be way cheaper now than when we first posted about them. And if you have suggestions that you’d like to share, post a comment below to help the rest of us find the perfect robot gift.

Skydio 2

Image: Skydio

What makes robots so compelling is their autonomy, and the Skydio 2 is one of the most autonomous robots we’ve ever seen. It uses an array of cameras to map its environment and avoid obstacles in real-time, making flight safe and effortless and enabling the kinds of shots that would be impossible otherwise. Seriously, this thing is magical, and it’s amazing that you can actually buy one.
$1,000
Skydio
UBTECH Jimu MeeBot 2

Image: UBTECH

The Jimu MeeBot 2.0 from UBTECH is a STEM education robot designed to be easy to build and program. It includes six servo motors, a color sensor, and LED lights. An app for iPhone or iPad provides step-by-step 3D instructions, and helps you code different behaviors for the robot. It’s available exclusively from Apple.
$130
Apple
iRobot Roomba s9+

Image: iRobot

We know that $1,400 is a crazy amount of money to spend on a robot vacuum, but the Roomba s9+ is a crazy robot vacuum. As if all of its sensors and mapping intelligence wasn’t enough, it empties itself, which means that you can have your floors vacuumed every single day for a month and you don’t have to even think about it. This is what home robots are supposed to be.
$1,400
iRobot
PFF Gita

Photo: Piaggio Fast Forward

Nobody likes carrying things, which is why Gita is perfect for everyone with an extra $3,000 lying around. Developed by Piaggio Fast Forward, this autonomous robot will follow you around with a cargo hold full of your most important stuff, and do it in a way guaranteed to attract as much attention as possible.
$3,250
Gita
DJI Mavic Mini

Photo: DJI

It’s tiny, it’s cheap, and it takes good pictures—what more could you ask for from a drone? And for $400, this is an excellent drone to get if you’re on a budget and comfortable with manual flight. Keep in mind that while the Mavic Mini is small enough that you don’t need to register it with the FAA, you do still need to follow all the same rules and regulations.
$400
DJI
LEGO Star Wars Droid Commander

Image: LEGO

Designed for kids ages 8+, this LEGO set includes more than 1,000 pieces, enough to build three different droids: R2-D2, Gonk Droid, and Mouse Droid. Using a Bluetooth-controlled robotic brick called Move Hub, which connects to the LEGO BOOST Star Wars app, kids can change how the robots behave and solve challenges, learning basic robotics and coding skills.
$200
LEGO
Sony Aibo

Photo: Sony

Robot pets don’t get much more sophisticated (or expensive) than Sony’s Aibo. Strictly speaking, it’s one of the most complex consumer robots you can buy, and Sony continues to add to Aibo’s software. Recent new features include user programmability, and the ability to “feed” it.
$2,900 (free aibone and paw pads until 12/29/2019)
Sony
Neato Botvac D4 Connected

Photo: Neato

The Neato Botvac D4 may not have all of the features of its fancier and more expensive siblings, but it does have the features that you probably care the most about: The ability to make maps of its environment for intelligent cleaning (using lasers!), along with user-defined no-go lines that keep it where you want it. And it cleans quite well, too.
$530 $350 (sale)
Neato Robotics
Cubelets Curiosity Set

Photo: Modular Robotics

Cubelets are magnetic blocks that you can snap together to make an endless variety of robots with no programming and no wires. The newest set, called Curiosity, is designed for kids ages 4+ and comes with 10 robotic cubes. These include light and distance sensors, motors, and a Bluetooth module, which connects the robot constructions to the Cubelets app.
$250
Modular Robotics
Tertill

Photo: Franklin Robotics

Tertill does one simple job: It weeds your garden. It’s waterproof, dirt proof, solar powered, and fully autonomous, meaning that you can leave it out in your garden all summer and just enjoy eating your plants rather than taking care of them.
$350
Tertill
iRobot Root

Photo: iRobot

Root was originally developed by Harvard University as a tool to help kids progressively learn to code. iRobot has taken over Root and is now supporting the curriculum, which starts for kids before they even know how to read and should keep them busy for years afterwards.
$200
iRobot
LOVOT

Image: Lovot

Let’s be honest: Nobody is really quite sure what LOVOT is. We can all agree that it’s kinda cute, though. And kinda weird. But cute. Created by Japanese robotics startup Groove X, LOVOT does have a whole bunch of tech packed into its bizarre little body and it will do its best to get you to love it.
$2,750 (¥300,000)
LOVOT
Sphero RVR

Photo: Sphero

RVR is a rugged, versatile, easy to program mobile robot. It’s a development platform designed to be a bridge between educational robots like Sphero and more sophisticated and expensive systems like Misty. It’s mostly affordable, very expandable, and comes from a company with a lot of experience making robots.
$250
Sphero
“How to Train Your Robot”

Image: Lawrence Hall of Science

Aimed at 4th and 5th graders, “How to Train Your Robot,” written by Blooma Goldberg, Ken Goldberg, and Ashley Chase, and illustrated by Dave Clegg, is a perfect introduction to robotics for kids who want to get started with designing and building robots. But the book isn’t just for beginners: It’s also a fun, inspiring read for kids who are already into robotics and want to go further—it even introduces concepts like computer simulations and deep learning. You can download a free digital copy or request hardcopies here.
Free
UC Berkeley
MIT Mini Cheetah

Photo: MIT

Yes, Boston Dynamics’ Spot, now available for lease, is probably the world’s most famous quadruped, but MIT is starting to pump out Mini Cheetahs en masse for researchers, and while we’re not exactly sure how you’d manage to get one of these things short of stealing one directly for MIT, a Mini Cheetah is our fantasy robotics gift this year. Mini Cheetah looks like a ton of fun—it’s portable, highly dynamic, super rugged, and easy to control. We want one!
Price N/A
MIT Biomimetic Robotics Lab

For more tech gift ideas, see also IEEE Spectrum’s annual Gift Guide. Continue reading

Posted in Human Robots

#436184 Why People Demanded Privacy to Confide ...

This is part four of a six-part series on the history of natural language processing.

Between 1964 and 1966, Joseph Weizenbaum, a German American computer scientist at MIT’s artificial intelligence lab, developed the first-ever chatbot [PDF].

While there were already some rudimentary digital language generators in existence—programs that could spit out somewhat coherent lines of text—Weizenbaum’s program was the first designed explicitly for interactions with humans. The user could type in some statement or set of statements in their normal language, press enter, and receive a response from the machine. As Weizenbaum explained, his program made “certain kinds of natural-language conversation between man and computer possible.”

He named the program Eliza after Eliza Doolittle, the working-class hero of George Bernard Shaw’s Pygmalion who learns how to talk with an upper-class accent. The new Eliza was written for the 36-bit IBM 7094, an early transistorized mainframe computer, in a programming language that Weizenbaum developed called MAD-SLIP.

Because computer time was a valuable resource, Eliza could only be run via a time-sharing system; the user interacted with the program remotely via an electric typewriter and printer. When the user typed in a sentence and pressed enter, a message was sent to the mainframe computer. Eliza scanned the message for the presence of a keyword and used it in a new sentence to form a response that was sent back, printed out, and read by the user.

To encourage ongoing dialogue, Weizenbaum designed Eliza to simulate the type of conversational style used by a Rogerian psychoanalyst. The program would take something the user said and reflect it back with a question, as can be seen in the example below. (Notice how the program takes keywords like “boyfriend” and “depressed” and re-uses them.)

Human: Men are all alike.

Computer: IN WHAT WAY?

Human: They're always bugging us about something or other.

Computer: CAN YOU THINK OF A SPECIFIC EXAMPLE?

Human: Well, my boyfriend made me come here.

Computer: YOUR BOYFRIEND MADE YOU COME HERE

Human: He says I'm depressed much of the time.

Computer: I AM SORRY TO HEAR YOU ARE DEPRESSED

Human: It's true. I am unhappy.

Weizenbaum chose this mode of dialogue for Eliza because it gave the impression that the computer understood what was being said without having to offer anything new to the conversation. It created the illusion of comprehension and engagement in a mere 200 lines of code.

To test Eliza’s capacity to engage an interlocutor, Weizenbaum invited students and colleagues into his office and let them chat with the machine while he looked on. He noticed, with some concern, that during their brief interactions with Eliza, many users began forming emotional attachments to the algorithm. They would open up to the machine and confess problems they were facing in their lives and relationships.

During their brief interactions with Eliza, many users began forming emotional attachments to the algorithm.

Even more surprising was that this sense of intimacy persisted even after Weizenbaum described how the machine worked and explained that it didn’t really understand anything that was being said. Weizenbaum was most troubled when his secretary, who had watched him build the program from scratch over many months, insisted that he leave the room so she could talk to Eliza in private.

For Weizenbaum, this experiment with Eliza made him question an idea that Alan Turing had proposed in 1950 about machine intelligence. In his paper, entitled “Computing Machinery and Intelligence,” Turing suggested that if a computer could conduct a convincingly human conversation in text, one could assume it was intelligent—an idea that became the basis of the famous Turing Test.

But Eliza demonstrated that convincing communication between a human and a machine could take place even if comprehension only flowed from one side: The simulation of intelligence, rather than intelligence itself, was enough to fool people. Weizenbaum called this the Eliza effect, and believed it was a type of “delusional thinking” that humanity would collectively suffer from in the digital age. This insight was a profound shock for Weizenbaum, and one that came to define his intellectual trajectory over the next decade.

The simulation of intelligence, rather than intelligence itself, was enough to fool people.

In 1976, he published Computing Power and Human Reason: From Judgment to Calculation [PDF], which offered a long meditation on why people are willing to believe that a simple machine might be able to understand their complex human emotions.

In this book, he argues that the Eliza effect signifies a broader pathology afflicting “modern man.” In a world conquered by science, technology, and capitalism, people had grown accustomed to viewing themselves as isolated cogs in a large and uncaring machine. In such a diminished social world, Weizenbaum reasoned, people had grown so desperate for connection that they put aside their reason and judgment in order to believe that a program could care about their problems.

Weizenbaum spent the rest of his life developing this humanistic critique of artificial intelligence and digital technology. His mission was to remind people that their machines were not as smart as they were often said to be. And that even though it sometimes appeared as though they could talk, they were never really listening.

This is the fourth installment of a six-part series on the history of natural language processing. Last week’s post described Andrey Markov and Claude Shannon’s painstaking efforts to create statistical models of language for text generation. Come back next Monday for part five, “In 2016, Microsoft’s Racist Chatbot Revealed the Dangers of Conversation.”

You can also check out our prior series on the untold history of AI. Continue reading

Posted in Human Robots

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

Illustration: Greg Mably

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

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

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

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

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

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

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

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

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

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

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

Illustration: Greg Mably

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

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

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

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

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

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

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

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

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

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

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

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

Images: ScienceAtHome

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

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

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

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

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

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

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

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

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

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

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

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

Posted in Human Robots

#436114 Video Friday: Transferring Human Motion ...

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!):

ARSO 2019 – October 31-1, 2019 – Beijing, China
ROSCon 2019 – October 31-1, 2019 – Macau
IROS 2019 – November 4-8, 2019 – Macau
Let us know if you have suggestions for next week, and enjoy today’s videos.

We are very sad to say that MIT professor emeritus Woodie Flowers has passed away. Flowers will be remembered for (among many other things, like co-founding FIRST) the MIT 2.007 course that he began teaching in the mid-1970s, famous for its student competitions.

These competitions got a bunch of well-deserved publicity over the years; here’s one from 1985:

And the 2.007 competitions are still going strong—this year’s theme was Moonshot, and you can watch a replay of the event here.

[ MIT ]

Looks like Aibo is getting wireless integration with Hitachi appliances, which turns out to be pretty cute:

What is this magical box where you push a button and 60 seconds later fluffy pancakes come out?!

[ Aibo ]

LiftTiles are a “modular and reconfigurable room-scale shape display” that can turn your floor and walls into on-demand structures.

[ LiftTiles ]

Ben Katz, a grad student in MIT’s Biomimetics Robotics Lab, has been working on these beautiful desktop-sized Furuta pendulums:

That’s a crowdfunding project I’d pay way too much for.

[ Ben Katz ]

A clever bit of cable manipulation from MIT, using GelSight tactile sensors.

[ Paper ]

A useful display of industrial autonomy on ANYmal from the Oxford Robotics Group.

This video is of a demonstration for the ORCA Robotics Hub showing the ANYbotics ANYmal robot carrying out industrial inspection using autonomy software from Oxford Robotics Institute.

[ ORCA Hub ] via [ DRS ]

Thanks Maurice!

Meet Katie Hamilton, a software engineer at NASA’s Ames Research Center, who got into robotics because she wanted to help people with daily life. Katie writes code for robots, like Astrobee, who are assisting astronauts with routine tasks on the International Space Station.

[ NASA Astrobee ]

Transferring human motion to a mobile robotic manipulator and ensuring safe physical human-robot interaction are crucial steps towards automating complex manipulation tasks in human-shared environments. In this work we present a robot whole-body teleoperation framework for human motion transfer. We validate our approach through several experiments using the TIAGo robot, showing this could be an easy way for a non-expert to teach a rough manipulation skill to an assistive robot.

[ Paper ]

This is pretty cool looking for an autonomous boat, but we’ll see if they can build a real one by 2020 since at the moment it’s just an average rendering.

[ ProMare ]

I had no idea that asparagus grows like this. But, sure does make it easy for a robot to harvest.

[ Inaho ]

Skip to 2:30 in this Pepper unboxing video to hear the noise it makes when tickled.

[ HIT Lab NZ ]

In this interview, Jean Paul Laumond discusses his movement from mathematics to robotics and his career contributions to the field, especially in regards to motion planning and anthropomorphic motion. Describing his involvement at CNRS and in other robotics projects, such as HILARE, he comments on the distinction in perception between the robotics approach and a mathematics one.

[ IEEE RAS History ]

Here’s a couple of videos from the CMU Robotics Institute archives, showing some of the work that took place over the last few decades.

[ CMU RI ]

In this episode of the Artificial Intelligence Podcast, Lex Fridman speaks with David Ferrucci from IBM about Watson and (you guessed it) artificial intelligence.

David Ferrucci led the team that built Watson, the IBM question-answering system that beat the top humans in the world at the game of Jeopardy. He is also the Founder, CEO, and Chief Scientist of Elemental Cognition, a company working engineer AI systems that understand the world the way people do. This conversation is part of the Artificial Intelligence podcast.

[ AI Podcast ]

This week’s CMU RI Seminar is by Pieter Abbeel from UC Berkeley, on “Deep Learning for Robotics.”

Programming robots remains notoriously difficult. Equipping robots with the ability to learn would by-pass the need for what otherwise often ends up being time-consuming task specific programming. This talk will describe recent progress in deep reinforcement learning (robots learning through their own trial and error), in apprenticeship learning (robots learning from observing people), and in meta-learning for action (robots learning to learn). This work has led to new robotic capabilities in manipulation, locomotion, and flight, with the same approach underlying advances in each of these domains.

[ CMU RI ] Continue reading

Posted in Human Robots