Tag Archives: Static
#437924 How a Software Map of the Entire Planet ...
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“3D map data is the scaffolding of the 21st century.”
–Edward Miller, Founder, Scape Technologies, UK
Covered in cameras, sensors, and a distinctly spaceship looking laser system, Google’s autonomous vehicles were easy to spot when they first hit public roads in 2015. The key hardware ingredient is a spinning laser fixed to the roof, called lidar, which provides the car with a pair of eyes to see the world. Lidar works by sending out beams of light and measuring the time it takes to bounce off objects back to the source. By timing the light’s journey, these depth-sensing systems construct fully 3D maps of their surroundings.
3D maps like these are essentially software copies of the real world. They will be crucial to the development of a wide range of emerging technologies including autonomous driving, drone delivery, robotics, and a fast-approaching future filled with augmented reality.
Like other rapidly improving technologies, lidar is moving quickly through its development cycle. What was an expensive technology on the roof of a well-funded research project is now becoming cheaper, more capable, and readily available to consumers. At some point, lidar will come standard on most mobile devices and is now available to early-adopting owners of the iPhone 12 Pro.
Consumer lidar represents the inevitable shift from wealthy tech companies generating our world’s map data, to a more scalable crowd-sourced approach. To develop the repository for their Street View Maps product, Google reportedly spent $1-2 billion sending cars across continents photographing every street. Compare that to a live-mapping service like Waze, which uses crowd-sourced user data from its millions of users to generate accurate and real-time traffic conditions. Though these maps serve different functions, one is a static, expensive, unchanging map of the world while the other is dynamic, real-time, and constructed by users themselves.
Soon millions of people may be scanning everything from bedrooms to neighborhoods, resulting in 3D maps of significant quality. An online search for lidar room scans demonstrates just how richly textured these three-dimensional maps are compared to anything we’ve had before. With lidar and other depth-sensing systems, we now have the tools to create exact software copies of everywhere and everything on earth.
At some point, likely aided by crowdsourcing initiatives, these maps will become living breathing, real-time representations of the world. Some refer to this idea as a “digital twin” of the planet. In a feature cover story, Kevin Kelly, the cofounder of Wired magazine, calls this concept the “mirrorworld,” a one-to-one software map of everything.
So why is that such a big deal? Take augmented reality as an example.
Of all the emerging industries dependent on such a map, none are more invested in seeing this concept emerge than those within the AR landscape. Apple, for example, is not-so-secretly developing a pair of AR glasses, which they hope will deliver a mainstream turning point for the technology.
For Apple’s AR devices to work as anticipated, they will require virtual maps of the world, a concept AR insiders call the “AR cloud,” which is synonymous with the “mirrorworld” concept. These maps will be two things. First, they will be a tool that creators use to place AR content in very specific locations; like a world canvas to paint on. Second, they will help AR devices both locate and understand the world around them so they can render content in a believable way.
Imagine walking down a street wanting to check the trading hours of a local business. Instead of pulling out your phone to do a tedious search online, you conduct the equivalent of a visual google search simply by gazing at the store. Albeit a trivial example, the AR cloud represents an entirely non-trivial new way of managing how we organize the world’s information. Access to knowledge can be shifted away from the faraway monitors in our pocket, to its relevant real-world location.
Ultimately this describes a blurring of physical and digital infrastructure. Our public and private spaces will thus be comprised equally of both.
No example demonstrates this idea better than Pokémon Go. The game is straightforward enough; users capture virtual characters scattered around the real world. Today, the game relies on traditional GPS technology to place its characters, but GPS is accurate only to within a few meters of a location. For a car navigating on a highway or locating Pikachus in the world, that level of precision is sufficient. For drone deliveries, driverless cars, or placing a Pikachu in a specific location, say on a tree branch in a park, GPS isn’t accurate enough. As astonishing as it may seem, many experimental AR cloud concepts, even entirely mapped cities, are location specific down to the centimeter.
Niantic, the $4 billion publisher behind Pokémon Go, is aggressively working on developing a crowd-sourced approach to building better AR Cloud maps by encouraging their users to scan the world for them. Their recent acquisition of 6D.ai, a mapping software company developed by the University of Oxford’s Victor Prisacariu through his work at Oxford’s Active Vision Lab, indicates Niantic’s ambition to compete with the tech giants in this space.
With 6D.ai’s technology, Niantic is developing the in-house ability to generate their own 3D maps while gaining better semantic understanding of the world. By going beyond just knowing there’s a temporary collection of orange cones in a certain location, for example, the game may one day understand the meaning behind this; that a temporary construction zone means no Pokémon should spawn here to avoid drawing players to this location.
Niantic is not the only company working on this. Many of the big tech firms you would expect have entire teams focused on map data. Facebook, for example, recently acquired the UK-based Scape technologies, a computer vision startup mapping entire cities with centimeter precision.
As our digital maps of the world improve, expect a relentless and justified discussion of privacy concerns as well. How will society react to the idea of a real-time 3D map of their bedroom living on a Facebook or Amazon server? Those horrified by the use of facial recognition AI being used in public spaces are unlikely to find comfort in the idea of a machine-readable world subject to infinite monitoring.
The ability to build high-precision maps of the world could reshape the way we engage with our planet and promises to be one of the biggest technology developments of the next decade. While these maps may stay hidden as behind-the-scenes infrastructure powering much flashier technologies that capture the world’s attention, they will soon prop up large portions of our technological future.
Keep that in mind when a car with no driver is sharing your road.
Image credit: sergio souza / Pexels Continue reading
#437807 Why We Need Robot Sloths
An inherent characteristic of a robot (I would argue) is embodied motion. We tend to focus on motion rather a lot with robots, and the most dynamic robots get the most attention. This isn’t to say that highly dynamic robots don’t deserve our attention, but there are other robotic philosophies that, while perhaps less visually exciting, are equally valuable under the right circumstances. Magnus Egerstedt, a robotics professor at Georgia Tech, was inspired by some sloths he met in Costa Rica to explore the idea of “slowness as a design paradigm” through an arboreal robot called SlothBot.
Since the robot moves so slowly, why use a robot at all? It may be very energy-efficient, but it’s definitely not more energy efficient than a static sensing system that’s just bolted to a tree or whatever. The robot moves, of course, but it’s also going to be much more expensive (and likely much less reliable) than a handful of static sensors that could cover a similar area. The problem with static sensors, though, is that they’re constrained by power availability, and in environments like under a dense tree canopy, you’re not going to be able to augment their lifetime with solar panels. If your goal is a long-duration study of a small area (over weeks or months or more), SlothBot is uniquely useful in this context because it can crawl out from beneath a tree to find some sun to recharge itself, sunbathe for a while, and then crawl right back again to resume collecting data.
SlothBot is such an interesting concept that we had to check in with Egerstedt with a few more questions.
IEEE Spectrum: Tell us what you find so amazing about sloths!
Magnus Egerstedt: Apart from being kind of cute, the amazing thing about sloths is that they have carved out a successful ecological niche for themselves where being slow is not only acceptable but actually beneficial. Despite their pretty extreme low-energy lifestyle, they exhibit a number of interesting and sometimes outright strange behaviors. And, behaviors having to do with territoriality, foraging, or mating look rather different when you are that slow.
Are you leveraging the slothiness of the design for this robot somehow?
Sadly, the sloth design serves no technical purpose. But we are also viewing the SlothBot as an outreach platform to get kids excited about robotics and/or conservation biology. And having the robot look like a sloth certainly cannot hurt.
“Slowness is ideal for use cases that require a long-term, persistent presence in an environment, like for monitoring tasks. I can imagine slow robots being out on farm fields for entire growing cycles, or suspended on the ocean floor keeping track of pollutants or temperature variations.”
—Magnus Egerstedt, Georgia Tech
Can you talk more about slowness as a design paradigm?
The SlothBot is part of a broader design philosophy that I have started calling “Robot Ecology.” In ecology, the connections between individuals and their environments/habitats play a central role. And the same should hold true in robotics. The robot design must be understood in the environmental context in which it is to be deployed. And, if your task is to be present in a slowly varying environment over a long time scale, being slow seems like the right way to go. Slowness is ideal for use cases that require a long-term, persistent presence in an environment, like for monitoring tasks, where the environment itself is slowly varying. I can imagine slow robots being out on farm fields for entire growing cycles, or suspended on the ocean floor keeping track of pollutants or temperature variations.
How do sloths inspire SlothBot’s functionality?
Its motions are governed by what we call survival constraints. These constraints ensure that the SlothBot is always able to get to a sunny spot to recharge. The actual performance objective that we have given to the robot is to minimize energy consumption, i.e., to simply do nothing subject to the survival constraints. The majority of the time, the robot simply sits there under the trees, measuring various things, seemingly doing absolutely nothing and being rather sloth-like. Whenever the SlothBot does move, it does not move according to some fixed schedule. Instead, it moves because it has to in order to “survive.”
How would you like to improve SlothBot?
I have a few directions I would like to take the SlothBot. One is to make the sensor suites richer to make sure that it can become a versatile and useful science instrument. Another direction involves miniaturization – I would love to see a bunch of small SlothBots “living” among the trees somewhere in a rainforest for years, providing real-time data as to what is happening to the ecosystem. Continue reading
#437800 Malleable Structure Makes Robot Arm More ...
The majority of robot arms are built out of some combination of long straight tubes and actuated joints. This isn’t surprising, since our limbs are built the same way, which was a clever and efficient bit of design. By adding more tubes and joints (or degrees of freedom), you can increase the versatility of your robot arm, but the tradeoff is that complexity, weight, and cost will increase, too.
At ICRA, researchers from Imperial College London’s REDS Lab, headed by Nicolas Rojas, introduced a design for a robot that’s built around a malleable structure rather than a rigid one, allowing you to improve how versatile the arm is without having to add extra degrees of freedom. The idea is that you’re no longer constrained to static tubes and joints but can instead reconfigure your robot to set it up exactly the way you want and easily change it whenever you feel like.
Inside of that bendable section of arm are layers and layers of mylar sheets, cut into flaps and stacked on top of one another so that each flap is overlapping or overlapped by at least 11 other flaps. The mylar is slippery enough that under most circumstances, the flaps can move smoothly against each other, letting you adjust the shape of the arm. The flaps are sealed up between latex membranes, and when air is pumped out from between the membranes, they press down on each other and turn the whole structure rigid, locking itself in whatever shape you’ve put it in.
Image: Imperial College London
The malleable part of the robot consists of layers of mylar sheets, cut into flaps that can move smoothly against each other, letting you adjust the shape of the arm. The flaps are sealed up between latex membranes, and when air is pumped out from between the membranes, they press down on each other and turn the whole structure rigid, locking itself in whatever shape you’ve put it in.
The nice thing about this system is that it’s a sort of combination of a soft robot and a rigid robot—you get the flexibility (both physical and metaphorical) of a soft system, without necessarily having to deal with all of the control problems. It’s more mechanically complex than either (as hybrid systems tend to be), but you save on cost, size, and weight, and reduce the number of actuators you need, which tend to be points of failure. You do need to deal with creating and maintaining a vacuum, and the fact that the malleable arm is not totally rigid, but depending on your application, those tradeoffs could easily be worth it.
For more details, we spoke with first author Angus B. Clark via email.
IEEE Spectrum: Where did this idea come from?
Angus Clark: The idea of malleable robots came from the realization that the majority of serial robot arms have 6 or more degrees of freedom (DoF)—usually rotary joints—yet are typically performing tasks that only require 2 or 3 DoF. The idea of a robot arm that achieves flexibility and adaptation to tasks but maintains the simplicity of a low DoF system, along with the rapid development of variable stiffness continuum robots for medical applications, inspired us to develop the malleable robot concept.
What are some ways in which a malleable robot arm could provide unique advantages, and what are some potential applications that could leverage these advantages?
Malleable robots have the ability to complete multiple traditional tasks, such as pick and place or bin picking operations, without the added bulk of extra joints that are not directly used within each task, as the flexibility of the robot arm is provided by a malleable link instead. This results in an overall smaller form factor, including weight and footprint of the robot, as well as a lower power requirement and cost of the robot as fewer joints are needed, without sacrificing adaptability. This makes the robot ideal for scenarios where any of these factors are critical, such as in space robotics—where every kilogram saved is vital—or in rehabilitation robotics, where cost reduction may facilitate adoption, to name two examples. Moreover, the collaborative soft-robot-esque nature of malleable robots also tends towards collaborative robots in factories working safely alongside and with humans.
“The idea of malleable robots came from the realization that the majority of serial robot arms have 6 or more degrees of freedom (DoF), yet are typically performing tasks that only require 2 or 3 DoF”
—Angus B. Clark, Imperial College London
Compared to a conventional rigid link between joints, what are the disadvantages of using a malleable link?
Currently the maximum stiffness of a malleable link is considerably weaker than that of an equivalent solid steel rigid link, and this is one of the key areas we are focusing research on improving as motion precision and accuracy are impacted. We have created the largest existing variable stiffness link at roughly 800 mm length and 50 mm diameter, which suits malleable robots towards small and medium size workspaces. Our current results evaluating this accuracy are good, however achieving a uniform stiffness across the entire malleable link can be problematic due to the production of wrinkles under bending in the encapsulating membrane. As demonstrated by our SCARA topology results, this can produce slight structural variations resulting in reduced accuracy.
Does the robot have any way of knowing its own shape? Potentially, could this system reconfigure itself somehow?
Currently we compute the robot topology using motion tracking, with markers placed on the joints of the robot. Using distance geometry, we are then able to obtain the forward and inverse kinematics of the robot, of which we can use to control the end effector (the gripper) of the robot. Ideally, in the future we would love to develop a system that no longer requires the use of motion tracking cameras.
As for the robot reconfiguring itself, which we call an “intrinsic malleable link,” there are many methods that have been demonstrated for controlling a continuum structure, such as using positive pressure or via tendon wires, however the ability to in real-time determine the curvature of the link, not just the joint positions, is a significant hurdle to solve. However, we hope to see future development on malleable robots work towards solving this problem.
What are you working on next?
For us, refining the kinematics of the robot to enable a robust and complete system for allowing a user to collaboratively reshape the robot, while still achieving the accuracy expected from robotic systems, is our current main goal. Malleable robots are a brand new field we have introduced, and as such provide many opportunities for development and optimization. Over the coming years, we hope to see other researchers work alongside us to solve these problems.
“Design and Workspace Characterization of Malleable Robots,” by Angus B. Clark and Nicolas Rojas from Imperial College London, was presented at ICRA 2020.
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#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