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#437635 Toyota Research Demonstrates ...
Over the last several years, Toyota has been putting more muscle into forward-looking robotics research than just about anyone. In addition to the Toyota Research Institute (TRI), there’s that massive 175-acre robot-powered city of the future that Toyota still plans to build next to Mount Fuji. Even Toyota itself acknowledges that it might be crazy, but that’s just how they roll—as TRI CEO Gill Pratt told me a while back, when Toyota decides to do something, they really do go all-in on it.
TRI has been focusing heavily on home robots, which is reflective of the long-term nature of what TRI is trying to do, because home robots are both the place where we’ll need robots the most at the same time as they’re the place where it’s going to be hardest to deploy them. The unpredictable nature of homes, and the fact that homes tend to have squishy fragile people in them, are robot-unfriendly characteristics, but as the population continues to age (an increasingly acute problem in Japan), homes offer an enormous amount of potential for helping us maintain our independence.
Today, Toyota is showing off some of the research that it’s been working on recently, in the form of a virtual reality presentation in lieu of an in-person press event. For journalists, TRI pre-loaded the recording onto a VR headset, which was FedEx’ed to my house. You can watch the entire 40-minute presentation in 360 video on YouTube (or in VR if you have a headset of your own), but if you don’t watch the whole thing, you should at least check out the full-on GLaDOS (with arms) that TRI thinks belongs in your home.
The presentation features an introduction from Gill Pratt, who looks entirely too comfortable embedded inside of one of TRI’s telepresence robots. The event also covers a lot of territory, but the highlight is almost certainly the new hardware that TRI demonstrates.
Soft bubble gripper
Photo: TRI
This is a “soft bubble gripper,” under development at TRI’s Cambridge, Mass., branch. These passively-compliant, air-filled grippers make it easier to grasp many different kinds of objects safely, but the nifty thing is that they’ve got cameras inside of them watching a pattern of dots on the interior of the soft membrane.
When the outside of the bubble makes contact with an object, the bubble deforms, and the deformation of the dot pattern on the inside can be tracked by the camera to determine both directions and magnitudes of forces. This is a concept that we’ve seen elsewhere before, but TRI’s implementation is a clever way of making an inherently safe end effector that can still perform all the sensing you need it to do for relatively complex manipulation tasks.
The bubble gripper was presented at ICRA this year, and you can read the technical paper here.
Ceiling-mounted home robot
Photo: TRI
I don’t know whether robots dangling from the ceiling was somehow sinister pre-Portal, but it sure as heck is for me having played through that game a couple of times, and it’s since been reinforced by AUTO from WALL-E.
The reason that we generally see robots mounted on the floor or on tables or on mobile bases is that we’re bipeds, not bats, and giving a robot access to a human-like workspace is easiest to do if you also give that robot a human-like position and orientation. And if you want to be able to reach stuff high up, you do what TRI did with their previous generation of kitchen manipulator, and just give it the ability to make itself super tall. But TRI is convinced it’s a good place to put our future home robots:
One innovative concept is a “gantry robot” that would descend from an overhead framework to perform tasks such as loading the dishwasher, wiping surfaces, and clearing clutter. By traveling on the ceiling, the robot avoids the problems of navigating household floor clutter and navigating cramped spaces. When not in use, the robot would tuck itself up out of the way. To further investigate this idea, the team has built a laboratory prototype robot that can do all the same tasks as a floor-based mobile robot but with the innovative overhead mobility system.
Another obvious problem with the gantry robot is that you have to install all kinds of stuff in your ceiling for this to work, which makes it very impractical (if not totally impossible) to introduce a system like this into a home that wasn’t built specifically for it. If, however, you do build a home with a robot like this in mind, the animation below from TRI shows how it could be extra useful. Suddenly, stairs are a non-issue. Payload is presumably also a non-issue, since loads can be transferred to the ceiling. Batteries become unnecessary, so the whole robot can be much lighter weight, which in turn makes it safer. Sensors get a fantastic view, and obstacle avoidance becomes trivial.
Robots as “time machines”
Photo: TRI
TRI’s presentation covered more than what we’ve highlighted here—our focus has been on the hardware prototypes, but TRI had more to talk about, including learning through demonstration, scaling learning through simulation, and how TRI has been working with users to figure out what research directions should be explored. It’s all available right now on YouTube, and it’s well worth 40 minutes of your time.
“What we’re really focused on is this principle idea of amplifying, rather than replacing, human beings”
—Gill Pratt, TRI
It’s only been five years since Toyota announced the $1 billion investment that established TRI, and it feels like the progress that’s been made since then has been substantial. It’s not often that vision, resources, and long-term commitment come together like this, and TRI’s emphasis on making life better for people is one of the things that helps to keep us optimistic about the future of robotics.
“What we’re really focused on is this principle idea of amplifying, rather than replacing, human beings,” Gill Pratt told us. “And what it means to amplify a person, particularly as they’re aging—what we’re really trying to do is build a time machine. This may sound fanciful, and of course we can’t build a real time machine, but maybe we can build robotic assistants to make our lives as we age seem as if we are actually using a time machine.” He explains that it doesn’t mean building robots for convenience or to do our jobs for us. “It means building technology that enables us to continue to live and to work and to relate to each other as if we were younger,” he says. “And that’s really what our main goal is.” Continue reading →
#437624 AI-Powered Drone Learns Extreme ...
Quadrotors are among the most agile and dynamic machines ever created. In the hands of a skilled human pilot, they can do some astonishing series of maneuvers. And while autonomous flying robots have been getting better at flying dynamically in real-world environments, they still haven’t demonstrated the same level of agility of manually piloted ones.
Now researchers from the Robotics and Perception Group at the University of Zurich and ETH Zurich, in collaboration with Intel, have developed a neural network training method that “enables an autonomous quadrotor to fly extreme acrobatic maneuvers with only onboard sensing and computation.” Extreme.
There are two notable things here: First, the quadrotor can do these extreme acrobatics outdoors without any kind of external camera or motion-tracking system to help it out (all sensing and computing is onboard). Second, all of the AI training is done in simulation, without the need for an additional simulation-to-real-world (what researchers call “sim-to-real”) transfer step. Usually, a sim-to-real transfer step means putting your quadrotor into one of those aforementioned external tracking systems, so that it doesn’t completely bork itself while trying to reconcile the differences between the simulated world and the real world, where, as the researchers wrote in a paper describing their system, “even tiny mistakes can result in catastrophic outcomes.”
To enable “zero-shot” sim-to-real transfer, the neural net training in simulation uses an expert controller that knows exactly what’s going on to teach a “student controller” that has much less perfect knowledge. That is, the simulated sensory input that the student ends up using as it learns to follow the expert has been abstracted to present the kind of imperfect, imprecise data it’s going to encounter in the real world. This can involve things like abstracting away the image part of the simulation until you’d have no way of telling the difference between abstracted simulation and abstracted reality, which is what allows the system to make that sim-to-real leap.
The simulation environment that the researchers used was Gazebo, slightly modified to better simulate quadrotor physics. Meanwhile, over in reality, a custom 1.5-kilogram quadrotor with a 4:1 thrust to weight ratio performed the physical experiments, using only a Nvidia Jetson TX2 computing board and an Intel RealSense T265, a dual fisheye camera module optimized for V-SLAM. To challenge the learning system, it was trained to perform three acrobatic maneuvers plus a combo of all of them:
Image: University of Zurich/ETH Zurich/Intel
Reference trajectories for acrobatic maneuvers. Top row, from left: Power Loop, Barrel Roll, and Matty Flip. Bottom row: Combo.
All of these maneuvers require high accelerations of up to 3 g’s and careful control, and the Matty Flip is particularly challenging, at least for humans, because the whole thing is done while the drone is flying backwards. Still, after just a few hours of training in simulation, the drone was totally real-world competent at these tricks, and could even extrapolate a little bit to perform maneuvers that it was not explicitly trained on, like doing multiple loops in a row. Where humans still have the advantage over drones is (as you might expect since we’re talking about robots) is quickly reacting to novel or unexpected situations. And when you’re doing this sort of thing outdoors, novel and unexpected situations are everywhere, from a gust of wind to a jealous bird.
For more details, we spoke with Antonio Loquercio from the University of Zurich’s Robotics and Perception Group.
IEEE Spectrum: Can you explain how the abstraction layer interfaces with the simulated sensors to enable effective sim-to-real transfer?
Antonio Loquercio: The abstraction layer applies a specific function to the raw sensor information. Exactly the same function is applied to the real and simulated sensors. The result of the function, which is “abstracted sensor measurements,” makes simulated and real observation of the same scene similar. For example, suppose we have a sequence of simulated and real images. We can very easily tell apart the real from the simulated ones given the difference in rendering. But if we apply the abstraction function of “feature tracks,” which are point correspondences in time, it becomes very difficult to tell which are the simulated and real feature tracks, since point correspondences are independent of the rendering. This applies for humans as well as for neural networks: Training policies on raw images gives low sim-to-real transfer (since images are too different between domains), while training on the abstracted images has high transfer abilities.
How useful is visual input from a camera like the Intel RealSense T265 for state estimation during such aggressive maneuvers? Would using an event camera substantially improve state estimation?
Our end-to-end controller does not require a state estimation module. It shares however some components with traditional state estimation pipelines, specifically the feature extractor and the inertial measurement unit (IMU) pre-processing and integration function. The input of the neural networks are feature tracks and integrated IMU measurements. When looking at images with low features (for example when the camera points to the sky), the neural net will mainly rely on IMU. When more features are available, the network uses to correct the accumulated drift from IMU. Overall, we noticed that for very short maneuvers IMU measurements were sufficient for the task. However, for longer ones, visual information was necessary to successfully address the IMU drift and complete the maneuver. Indeed, visual information reduces the odds of a crash by up to 30 percent in the longest maneuvers. We definitely think that event camera can improve even more the current approach since they could provide valuable visual information during high speed.
“The Matty Flip is probably one of the maneuvers that our approach can do very well … It is super challenging for humans, since they don’t see where they’re going and have problems in estimating their speed. For our approach the maneuver is no problem at all, since we can estimate forward velocities as well as backward velocities.”
—Antonio Loquercio, University of Zurich
You describe being able to train on “maneuvers that stretch the abilities of even expert human pilots.” What are some examples of acrobatics that your drones might be able to do that most human pilots would not be capable of?
The Matty Flip is probably one of the maneuvers that our approach can do very well, but human pilots find very challenging. It basically entails doing a high speed power loop by always looking backward. It is super challenging for humans, since they don’t see where they’re going and have problems in estimating their speed. For our approach the maneuver is no problem at all, since we can estimate forward velocities as well as backward velocities.
What are the limits to the performance of this system?
At the moment the main limitation is the maneuver duration. We never trained a controller that could perform maneuvers longer than 20 seconds. In the future, we plan to address this limitation and train general controllers which can fly in that agile way for significantly longer with relatively small drift. In this way, we could start being competitive against human pilots in drone racing competitions.
Can you talk about how the techniques developed here could be applied beyond drone acrobatics?
The current approach allows us to do acrobatics and agile flight in free space. We are now working to perform agile flight in cluttered environments, which requires a higher degree of understanding of the surrounding with respect to this project. Drone acrobatics is of course only an example application. We selected it because it makes a stress test of the controller performance. However, several other applications which require fast and agile flight can benefit from our approach. Examples are delivery (we want our Amazon packets always faster, don’t we?), search and rescue, or inspection. Going faster allows us to cover more space in less time, saving battery costs. Indeed, agile flight has very similar battery consumption of slow hovering for an autonomous drone.
“Deep Drone Acrobatics,” by Elia Kaufmann, Antonio Loquercio, René Ranftl, Matthias Müller, Vladlen Koltun, and Davide Scaramuzza from the Robotics and Perception Group at the University of Zurich and ETH Zurich, and Intel’s Intelligent Systems Lab, was presented at RSS 2020. Continue reading →
#437598 Video Friday: Sarcos Is Developing a New ...
Video Friday is your weekly selection of awesome robotics videos, collected by your Automaton bloggers. We’ll also be posting a weekly calendar of upcoming robotics events for the next few months; here's what we have so far (send us your events!):
IROS 2020 – October 25-29, 2020 – [Online]
ROS World 2020 – November 12, 2020 – [Online]
CYBATHLON 2020 – November 13-14, 2020 – [Online]
ICSR 2020 – November 14-16, 2020 – Golden, Colo., USA
Let us know if you have suggestions for next week, and enjoy today's videos.
NASA’s Origins, Spectral Interpretation, Resource Identification, Security, Regolith Explorer (OSIRIS-REx) spacecraft unfurled its robotic arm Oct. 20, 2020, and in a first for the agency, briefly touched an asteroid to collect dust and pebbles from the surface for delivery to Earth in 2023.
[ NASA ]
New from David Zarrouk’s lab at BGU is AmphiSTAR, which Zarrouk describes as “a kind of a ground-water drone inspired by the cockroaches (sprawling) and by the Basilisk lizard (running over water). The robot hovers due to the collision of its propellers with the water (hydrodynamics not aerodynamics). The robot can crawl and swim at high and low speeds and smoothly transition between the two. It can reach 3.5 m/s on ground and 1.5m/s in water.”
AmphiSTAR will be presented at IROS, starting next week!
[ BGU ]
This is unfortunately not a great video of a video that was taken at a SoftBank Hawks baseball game in Japan last week, but it’s showing an Atlas robot doing an honestly kind of impressive dance routine to support the team.
ロボット応援団に人型ロボット『ATLAS』がアメリカからリモートで緊急参戦!!!
ホークスビジョンの映像をお楽しみ下さい♪#sbhawks #Pepper #spot pic.twitter.com/6aTYn8GGli
— 福岡ソフトバンクホークス(公式) (@HAWKS_official)
October 16, 2020
Editor’s Note: The tweet embed above is not working for some reason—see the video here.
[ SoftBank Hawks ]
Thanks Thomas!
Sarcos is working on a new robot, which looks to be the torso of their powered exoskeleton with the human relocated somewhere else.
[ Sarcos ]
The biggest holiday of the year, International Sloth Day, was on Tuesday! To celebrate, here’s Slothbot!
[ NSF ]
This is one of those simple-seeming tasks that are really difficult for robots.
I love self-resetting training environments.
[ MIT CSAIL ]
The Chiel lab collaborates with engineers at the Center for Biologically Inspired Robotics Research at Case Western Reserve University to design novel worm-like robots that have potential applications in search-and-rescue missions, endoscopic medicine, or other scenarios requiring navigation through narrow spaces.
[ Case Western ]
ANYbotics partnered with Losinger Marazzi to explore ANYmal’s potential of patrolling construction sites to identify and report safety issues. With such a complex environment, only a robot designed to navigate difficult terrain is able to bring digitalization to such a physically demanding industry.
[ ANYbotics ]
Happy 2018 Halloween from Clearpath Robotics!
[ Clearpath ]
Overcoming illumination variance is a critical factor in vision-based navigation. Existing methods tackled this radical illumination variance issue by proposing camera control or high dynamic range (HDR) image fusion. Despite these efforts, we have found that the vision-based approaches still suffer from overcoming darkness. This paper presents real-time image synthesizing from carefully controlled seed low dynamic range (LDR) image, to enable visual simultaneous localization and mapping (SLAM) in an extremely dark environment (less than 10 lux).
[ KAIST ]
What can MoveIt do? Who knows! Let's find out!
[ MoveIt ]
Thanks Dave!
Here we pick a cube from a starting point, manipulate it within the hand, and then put it back. To explore the capabilities of the hand, no sensors were used in this demonstration. The RBO Hand 3 uses soft pneumatic actuators made of silicone. The softness imparts considerable robustness against variations in object pose and size. This lets us design manipulation funnels that work reliably without needing sensor feedback. We take advantage of this reliability to chain these funnels into more complex multi-step manipulation plans.
[ TU Berlin ]
If this was a real solar array, King Louie would have totally cleaned it. Mostly.
[ BYU ]
Autonomous exploration is a fundamental problem for various applications of unmanned aerial vehicles(UAVs). Existing methods, however, were demonstrated to have low efficiency, due to the lack of optimality consideration, conservative motion plans and low decision frequencies. In this paper, we propose FUEL, a hierarchical framework that can support Fast UAV ExpLoration in complex unknown environments.
[ HKUST ]
Countless precise repetitions? This is the perfect task for a robot, thought researchers at the University of Liverpool in the Department of Chemistry, and without further ado they developed an automation solution that can carry out and monitor research tasks, making autonomous decisions about what to do next.
[ Kuka ]
This video shows a demonstration of central results of the SecondHands project. In the context of maintenance and repair tasks, in warehouse environments, the collaborative humanoid robot ARMAR-6 demonstrates a number of cognitive and sensorimotor abilities such as 1) recognition of the need of help based on speech, force, haptics and visual scene and action interpretation, 2) collaborative bimanual manipulation of large objects, 3) compliant mobile manipulation, 4) grasping known and unknown objects and tools, 5) human-robot interaction (object and tool handover) 6) natural dialog and 7) force predictive control.
[ SecondHands ]
In celebration of Ada Lovelace Day, Silicon Valley Robotics hosted a panel of Women in Robotics.
[ Robohub ]
As part of the upcoming virtual IROS conference, HEBI robotics is putting together a tutorial on robotics actuation. While I’m sure HEBI would like you to take a long look at their own actuators, we’ve been assured that no matter what kind of actuators you use, this tutorial will still be informative and useful.
[ YouTube ] via [ HEBI Robotics ]
Thanks Dave!
This week’s UMD Lockheed Martin Robotics Seminar comes from Julie Shah at MIT, on “Enhancing Human Capability with Intelligent Machine Teammates.”
Every team has top performers- people who excel at working in a team to find the right solutions in complex, difficult situations. These top performers include nurses who run hospital floors, emergency response teams, air traffic controllers, and factory line supervisors. While they may outperform the most sophisticated optimization and scheduling algorithms, they cannot often tell us how they do it. Similarly, even when a machine can do the job better than most of us, it can’t explain how. In this talk I share recent work investigating effective ways to blend the unique decision-making strengths of humans and machines. I discuss the development of computational models that enable machines to efficiently infer the mental state of human teammates and thereby collaborate with people in richer, more flexible ways.
[ UMD ]
Matthew Piccoli gives a talk to the UPenn GRASP Lab on “Trading Complexities: Smart Motors and Dumb Vehicles.”
We will discuss my research journey through Penn making the world's smallest, simplest flying vehicles, and in parallel making the most complex brushless motors. What do they have in common? We'll touch on why the quadrotor went from an obscure type of helicopter to the current ubiquitous drone. Finally, we'll get into my life after Penn and what tools I'm creating to further drone and robot designs of the future.
[ UPenn ] Continue reading →
#437579 Disney Research Makes Robotic Gaze ...
While it’s not totally clear to what extent human-like robots are better than conventional robots for most applications, one area I’m personally comfortable with them is entertainment. The folks over at Disney Research, who are all about entertainment, have been working on this sort of thing for a very long time, and some of their animatronic attractions are actually quite impressive.
The next step for Disney is to make its animatronic figures, which currently feature scripted behaviors, to perform in an interactive manner with visitors. The challenge is that this is where you start to get into potential Uncanny Valley territory, which is what happens when you try to create “the illusion of life,” which is what Disney (they explicitly say) is trying to do.
In a paper presented at IROS this month, a team from Disney Research, Caltech, University of Illinois at Urbana-Champaign, and Walt Disney Imagineering is trying to nail that illusion of life with a single, and perhaps most important, social cue: eye gaze.
Before you watch this video, keep in mind that you’re watching a specific character, as Disney describes:
The robot character plays an elderly man reading a book, perhaps in a library or on a park bench. He has difficulty hearing and his eyesight is in decline. Even so, he is constantly distracted from reading by people passing by or coming up to greet him. Most times, he glances at people moving quickly in the distance, but as people encroach into his personal space, he will stare with disapproval for the interruption, or provide those that are familiar to him with friendly acknowledgment.
What, exactly, does “lifelike” mean in the context of robotic gaze? The paper abstract describes the goal as “[seeking] to create an interaction which demonstrates the illusion of life.” I suppose you could think of it like a sort of old-fashioned Turing test focused on gaze: If the gaze of this robot cannot be distinguished from the gaze of a human, then victory, that’s lifelike. And critically, we’re talking about mutual gaze here—not just a robot gazing off into the distance, but you looking deep into the eyes of this robot and it looking right back at you just like a human would. Or, just like some humans would.
The approach that Disney is using is more animation-y than biology-y or psychology-y. In other words, they’re not trying to figure out what’s going on in our brains to make our eyes move the way that they do when we’re looking at other people and basing their control system on that, but instead, Disney just wants it to look right. This “visual appeal” approach is totally fine, and there’s been an enormous amount of human-robot interaction (HRI) research behind it already, albeit usually with less explicitly human-like platforms. And speaking of human-like platforms, the hardware is a “custom Walt Disney Imagineering Audio-Animatronics bust,” which has DoFs that include neck, eyes, eyelids, and eyebrows.
In order to decide on gaze motions, the system first identifies a person to target with its attention using an RGB-D camera. If more than one person is visible, the system calculates a curiosity score for each, currently simplified to be based on how much motion it sees. Depending on which person that the robot can see has the highest curiosity score, the system will choose from a variety of high level gaze behavior states, including:
Read: The Read state can be considered the “default” state of the character. When not executing another state, the robot character will return to the Read state. Here, the character will appear to read a book located at torso level.
Glance: A transition to the Glance state from the Read or Engage states occurs when the attention engine indicates that there is a stimuli with a curiosity score […] above a certain threshold.
Engage: The Engage state occurs when the attention engine indicates that there is a stimuli […] to meet a threshold and can be triggered from both Read and Glance states. This state causes the robot to gaze at the person-of-interest with both the eyes and head.
Acknowledge: The Acknowledge state is triggered from either Engage or Glance states when the person-of-interest is deemed to be familiar to the robot.
Running underneath these higher level behavior states are lower level motion behaviors like breathing, small head movements, eye blinking, and saccades (the quick eye movements that occur when people, or robots, look between two different focal points). The term for this hierarchical behavioral state layering is a subsumption architecture, which goes all the way back to Rodney Brooks’ work on robots like Genghis in the 1980s and Cog and Kismet in the ’90s, and it provides a way for more complex behaviors to emerge from a set of simple, decentralized low-level behaviors.
“25 years on Disney is using my subsumption architecture for humanoid eye control, better and smoother now than our 1995 implementations on Cog and Kismet.”
—Rodney Brooks, MIT emeritus professor
Brooks, an emeritus professor at MIT and, most recently, cofounder and CTO of Robust.ai, tweeted about the Disney project, saying: “People underestimate how long it takes to get from academic paper to real world robotics. 25 years on Disney is using my subsumption architecture for humanoid eye control, better and smoother now than our 1995 implementations on Cog and Kismet.”
From the paper:
Although originally intended for control of mobile robots, we find that the subsumption architecture, as presented in [17], lends itself as a framework for organizing animatronic behaviors. This is due to the analogous use of subsumption in human behavior: human psychomotor behavior can be intuitively modeled as layered behaviors with incoming sensory inputs, where higher behavioral levels are able to subsume lower behaviors. At the lowest level, we have involuntary movements such as heartbeats, breathing and blinking. However, higher behavioral responses can take over and control lower level behaviors, e.g., fight-or-flight response can induce faster heart rate and breathing. As our robot character is modeled after human morphology, mimicking biological behaviors through the use of a bottom-up approach is straightforward.
The result, as the video shows, appears to be quite good, although it’s hard to tell how it would all come together if the robot had more of, you know, a face. But it seems like you don’t necessarily need to have a lifelike humanoid robot to take advantage of this architecture in an HRI context—any robot that wants to make a gaze-based connection with a human could benefit from doing it in a more human-like way.
“Realistic and Interactive Robot Gaze,” by Matthew K.X.J. Pan, Sungjoon Choi, James Kennedy, Kyna McIntosh, Daniel Campos Zamora, Gunter Niemeyer, Joohyung Kim, Alexis Wieland, and David Christensen from Disney Research, California Institute of Technology, University of Illinois at Urbana-Champaign, and Walt Disney Imagineering, was presented at IROS 2020. You can find the full paper, along with a 13-minute video presentation, on the IROS on-demand conference website.
< Back to IEEE Journal Watch Continue reading →
#437395 Microsoft Had a Crazy Idea to Put ...
A little over two years ago, a shipping container-sized cylinder bearing Microsoft’s name and logo was lowered onto the ocean floor off the northern coast of Scotland. Inside were 864 servers, and their submersion was part of the second phase of the software giant’s Project Natick. Launched in 2015, the project’s purpose is to determine the feasibility of underwater data centers powered by offshore renewable energy.
A couple months ago, the deep-sea servers were brought back up to the surface so engineers could inspect them and evaluate how they’d performed while under water.
But wait—why were they there in the first place?
As bizarre as it seems to sink hundreds of servers into the ocean, there are actually several very good reasons to do so. According to the UN, about 40 percent of the world’s population lives within 60 miles of an ocean. As internet connectivity expands to cover most of the globe in the next few years, millions more people will come online, and a lot more servers will be needed to manage the increased demand and data they’ll generate.
In densely-populated cities real estate is expensive and can be hard to find. But know where there’s lots of cheap, empty space? At the bottom of the ocean. This locale also carries the added benefit of being really cold (depending where we’re talking, that is; if you’re looking off the coast of, say, Mumbai or Abu Dhabi, the waters are warmer).
Servers generate a lot of heat, and datacenters use most of their electricity for cooling. Keeping not just the temperature but also the humidity level constant is important for optimal functioning of the servers; neither of these vary much 100 feet under water.
Finally, installing data centers on the ocean floor is, surprisingly, much faster than building them on land. Microsoft claims its server-holding cylinders will take less than 90 days to go from factory ship to operation, as compared to the average two years it takes to get a terrestrial data center up and running.
Microsoft’s Special Projects team operated the underwater data center for two years, and it took a full day to dredge it up and bring it to the surface. One of the first things researchers did was to insert test tubes into the container to take samples of the air inside; they’ll use it to try to determine how gases released from the equipment may have impacted the servers’ operating environment.
The container was filled with dry nitrogen upon deployment, which seems to have made for a much better environment than the oxygen that land-bound servers are normally surrounded by; the failure rate of the servers in the water was just one-eighth that of Microsoft’s typical rate for its servers on land. The team thinks the nitrogen atmosphere was helpful because it’s less corrosive than oxygen. The fact that no humans entered the container for the entirety of its operations helped, too (no moving around of components or having to turn on lights or adjust the temperature).
Ben Cutler, a project manager in Microsoft’s Special Projects research group who leads Project Natick, believes the results of this phase of the project are sufficient to show that underwater data centers are worth pursuing. “We are now at the point of trying to harness what we have done as opposed to feeling the need to go and prove out some more,” he said.
Cutler envisions putting underwater datacenters near offshore wind farms to power them sustainably. The data centers of the future will require less human involvement, instead being managed and run primarily by technologies like robotics and AI. In this kind of “lights-out” datacenter, the servers would be swapped out about once every five years, with any that fail before then being taken offline.
The final step in this phase of Project Natick is to recycle all the components used for the underwater data center, including the steel pressure vessel, heat exchangers, and the servers themselves—and restoring the sea bed where the cylinder rested back to its original condition.
If Cutler’s optimism is a portent of things to come, it may not be long before the ocean floor is dotted with sustainable datacenters to feed our ever-increasing reliance on our phones and the internet.
Image Credit: Microsoft Continue reading →