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Daily Archives: May 14, 2017
Demand for Statewide Robotics Camps ‘Incredible’ – The Exponent Telegram (press release) (registration)
Posted: May 14, 2017 at 5:48 pm
While delivering a giant cargo van full of robotic tournament equipment to a school in Monongalia County, Todd Ensign takes a moment to return a phone call.
Hes always busy and for good reason. Ensign and his team manage 12 robotics competitions, which includes running and hosting 20 tournaments at 15 locations across the state.
I was warned when I was asked to help run and manage the states robotics six years ago, Ensign said, Be careful, Todd, robotics will take over your life.
Those words have taken on a profound meaning for Ensign and the entire West Virginia Robotic Alliance today. The group has embarked on an ambitious initiative providing five weeks of robotics summer camps across the state.
Its gotten to the point where the demand is incredible, Ensign said. But now, in our third year, its our biggest effort thus far.
The effort is made possible mainly from a group of partners including the NASA IV&V Educator Resource Center, NASA WV Space Grant Consortium and Mountaineer Area Robotics 2614.
Through the partners, we were able to double our staff this year and support more kids at our camps, he said.
The robotic camps will take place at five locations beginning at James Rumsey Technical Institute in Martinsburg the week of June 5-9. Other camp dates and locations are: June 12-16 at Mountaineer Middle School in Morgantown; June 19-23 at Fairmont State University in Fairmont; June 26-30 at the Robert C Byrd Institute in Huntington; and July 17-21 at the WV State Extension NASA SEMAA Lab in Beckley. There will be a state tournament July 28 at BridgeValley Community and Technical College in South Charleston.
Ensign said the team-based program will be centered around learning to build, document and program the LEGO Mindstorm/EV3 robot and ultimately compete in the World Robot Olympiad.
This is the first time weve been involved with the World Robot Olympiad, he said.
World Robot Olympiad (WRO) is an international robot competition that brings together young people from all over the world to develop their creativity, design and problem-solving skills through challenging and educational robot competitions and activities.
Well be able to send two teams from each camp to the WRO national tournament in September at North Carolina State University, he said.
Teams of two and three students can register together for the camp. Individual students (or pairs) will be combined into teams of three. The intent, Ensign said, is for students who are new to LEGO Robotics or who are on existing FIRST LEGO League teams to form themselves into smaller groups, so they can develop their technical and teamwork skills, while competing in the new WRO tournament series.
Were going to pair three kids together, Ensign said, and run the five-day camps.
The schedule is fairly simple, he said. The first four days will be focused on training and building and the fifth day will be the tournament.
Teams competing will walk in with parts and have two-and-a-half hours to build a robot, he said.
Unlike the past two years, Ensign said students this year can participate in two age categories. The elementary category, which is for students ages 9-12 at the time of camp, and junior category, for students ages 13-15 at the time of camp. The cost is $125 per student and includes four full days of camp, snacks and lunch each day, WRO team registration and the Friday tournament.
Well be giving out awards at the end of each week to the winning teams, Ensign said.
Registration is open now and will remain open until each of the five camps are filled up. Anyone interested in registering can do so by contacting Annelise Williams at 304-367-8215 or email at Annelise.M.Williams@ivv.nasa.gov.
The popularity of robotics across the state has grown almost at an exponential level.
Since 2011 the number of teams has jumped from 75 to more than 250 today. Those teams include myriad robotics initiatives, including FIRST LEGO League Jr., FIRST LEGO League, FIRST Tech Challenge, FIRST Robotics Competition, VEX IQ, VEX Robotics Competition, Vex U, Skills USA and Zero Robotics.
Ensign said while competitions like FIRST LEGO League are fun for the teams, they also help instill ideals and a passion for STEM learning, which could lead to more students entering STEM fields and more young people staying in state for work.
West Virginia faces an uncertain economic future if we do not adapt our business sector to focus more on high-technology industries, Ensign said. Our students are currently not adequately prepared to engage in the high-tech job sector and are leaving our state for opportunities elsewhere. We need to empower our educators to provide the necessary career, STEM and 21st century skill training to our students in order to counter these trends and entice businesses to our state.
If students get interested in things like robotics at an early age, Ensign said they might hold that interest throughout their school years, eventually applying for a STEM-related job and boosting the states workforce, making for a smarter, stronger West Virginia.
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Introducing the most absurd virtual reality headset of them all – BGR
Posted: at 5:48 pm
Virtual reality tech has endured some serious growing pains already, and still hasnt fully reached mainstream acceptance among consumers. Plenty of people still see VR headsets as too complicated, clunky, and simply not worth the investment or hassle. A new VR headset concept is making its big debut at the ACM CHI 2017 event and, well, its probably not going to help matters. Its called FaceDisplay, and it might be the most ridiculous VR headset ever conceived.
Created by designers at Germanys Ulm University, FaceDisplay aims to solve the problem of virtual reality being an isolating experience by allowing others to interact with the headset wearer in the virtual world. With a trio of large touchscreens, the FaceDisplay headset acts as an input device for both the wearer and anyone standing nearby. Bystanders can touch the headsets displays to prompt input that the playerwill see in the virtual space like spawning objects that the player can then interact with.
The idea here is to make VR more of an inclusive experience rather than simply a portal for the wearer to look through. The problem, unfortunately, is readily apparent even in the brief demo video offered by its creators. In short, the entire experience is far too awkward to have staying power.
Tapping the headset of someone who doesnt know when or where youre going to touch means guessing when theyre going to turn their head and quickly moving your hand to avoid the headset as they swing and turn. Likewise, using the touchscreen as an input device for the player themselves seems incredibly frustrating, and its clear in the video demo that its not terribly useful or accurate.
Theres definitely a lot of room to explore multi-person VR concepts and perhaps once virtual reality truly grabs the publics imagination well see something that makes it possible, but this probably isnt it.
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Introducing the most absurd virtual reality headset of them all - BGR
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This virtual reality startup is now worth $1 billion – CNNMoney
Posted: at 5:48 pm
Virtual reality startup Improbable announced Friday that it has raised $502 million in financing from investors including Japanese tech giant SoftBank.
The investments value Improbable at more than $1 billion -- the threshold startups must surpass to be considered a unicorn.
Improbable develops technology used in the creation of massive virtual worlds.
The company has created an operating system that allows developers to build virtual worlds and maintain them in the cloud. It allows gaming companies and studios to make big multiplayer games without spending money on hardware.
Improbable's technology could also be used to create virtual simulations of the real world -- for example, a virtual recreation of a city's subway system.
Related: Forget Ireland. Snapchat picks London as its international HQ
The investment is a big deal for a British startup. Europe has created far fewer unicorns than the United States.
For the lead investor, however, the investment is more routine.
"SoftBank is a perfect partner for us, with many complementary investments in their portfolio," CEO Hermann Narula said in a statement.
SoftBank's investment arm has recently poured huge sums of money into several startups, moves designed to position the company for what CEO Masayoshi Son calls the coming information revolution.
Related: Meet 'crazy' tech tycoon Masayoshi Son
The centerpiece of this effort is a $100 billion tech fund dubbed the SoftBank Vision Fund that will provide financing to emerging tech companies.
The bulk of the tech fund's money is expected to come from the government of Saudi Arabia. Other backers include Apple (AAPL, Tech30) and Qualcomm (QCOM, Tech30).
The investment in Improbable will not come from the Vision Fund, but could move to it in the future, Narula told Tech Crunch.
CNNMoney (Hong Kong) First published May 12, 2017: 6:54 AM ET
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This virtual reality startup is now worth $1 billion - CNNMoney
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Here’s What’s Really Holding Virtual Reality Back – Madison.com
Posted: at 5:48 pm
The virtual reality (VR) market, which is estimated to reach up to $45 billion for gaming alone by 2025, shows early potential for mainstream use, but there are limitations to using the technology that need to be overcome in order for VR to reach mass adoption. We'll review these limitations, but first let's look at one VR product that is being rapidly adopted, and what the device's success says about the broader market for the technology.
One big success in the VR space has been Alphabet's (NASDAQ: GOOG) (NASDAQ: GOOGL)Google Cardboard. Yes, it's a virtual reality device actually made out ofcardboard, which means it's relatively cheap costing only $15.More advanced VR devices like Facebook's (NASDAQ: FB) Oculus Rift and Sony's (NYSE: SNE) Playstation VR cost hundreds of dollars.Alphabet's Cardboard is cheap not only because its made out of cardboard but because its also designed to be good at simple things like viewing photos and videos. Recently, Alphabet announced it has shipped over 10 million Cardboard viewers since the product launched in 2014. There were as many Cardboards shipped in 2016 as the first two years, which shows accelerating adoption.
Google Cardboard. IMAGE SOURCE: ALPHABET INC.
The success of Google Cardboard is proof that there is interest in VR. Cardboard usershave downloaded 160 million Cardboard apps on Google Play, demonstrating that people enjoy using it for the simple tasks it was designed for.
Unfortunately for all it's doing to get people using VR technology, Cardboard also highlights what is wrong with higher end VR headsets.
More expensive, high-tech VR headsets from Facebook, HTC (NASDAQOTH: HTCKF), and Sony haven't been as successful, having shipped only hundreds of thousands of units in 2016. Samsung's (NASDAQOTH: SSNLF) Gear VR shipped 4.5 million units in 2016, which stands out from the much lower totals of Sony's Playstation VR, Facebook's Oculus Rift, and the HTC Vive. But Samsung Gear VR retails for $130, a fraction of the cost of the other headsets.
Obviously, price is a key factor in people's decision to buy one of these devices. The cheap build and low price of Alphabet's Cardboard highlights another feature working in its favor -- simplicity. Cardboard is just a little rectangular box you hold up to your eyes. There are no wires, it's not a clunky thing you strap around your head. Cardboard is as simple to use as taking pictures with a smartphone.
VR won't take off as a mainstream technology until more advanced VR headsets get cheaper and simpler in design. One of the other key differences between Cardboard and the more advanced VR systems is that Cardboard only requires a smartphone to use. Some advanced VR headsets for gaming and othergraphically intense applications require a high-end gaming PC to operate properly, which adds to the expense of using VR.
VR headsets made for consoles, on the other hand, such as Sony's Playstation VR, may have an advantage over headsets made to work with PCs, since consoles are cheaper and are dedicated to gaming, not to mention that Playstation VR is already priced about 30% less than the $600 Oculus Rift.
Virtual reality has big growth opportunities for areas besides gaming. IMAGE SOURCE: GETTY IMAGES.
The technology has been hyped for good reason. The hype reflects people's excitement for the technology to revolutionize areas not just in gaming, but in content and education as well.One example I find interesting of how VR is being used for educational purposes is through an app called Lithodomos VR, which allows the user to see what the ancient city of Jerusalem looked like 2000 years ago.This kind of application of VR technology, along with the medical treatment possibilities for things like attention deficit hyperactivity disorder, is what gives VR the potential to be a widely adopted, common appliance used by millions of people.
Companies developing VR technology would do best not to rush anything, to be patient in getting a product to market, and take advantage of using cheaper versions of VR technology like Alphabet's Cardboard or Samsung's Gear VR as a way to introduce the masses to the new technology to ensure everyone who uses it has a good experience, and doesn't drain your bank account.
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Ride ‘Lava’ Flows, Dodge ‘Explosions’ On The World’s First Virtual Reality Waterslide – Civilized
Posted: at 5:48 pm
If conventional waterslides arent quite enough of a thrill for you, try gliding down ethereal lava flows and skirting simulated volcanic eruptions on the worlds first virtual reality waterslide.
The slide, which is currently in its testing stage, is set to open at Bavarias Galaxy Water Park later this year.
Essentially, its a waterslide, but when you ride, youre wearing virtual reality goggles which totally intensifies many elements of the experience, said media producer Malcolm Burt of Australias Queensland University of Technology, who is working with a German waterslide company to create the concept.
"Using research into VR immersion, and how to trick the brain into believing it is in danger, every twist, turn, and launch is magnified, and it definitely makes for more of an adrenaline kick."
Burt and waterslide company Wiegand-Maelzer paired up to develop the slide following the release of Burts documentary about rollercoasters, called "Signature Attraction. Its completion will be part of Burts PhD.
Certain design elements are still being ironed out, but the VR waterslide concept is in testing and there is nothing else like it in the world, said Frank Heimes of Wiegand-Maelzer.
Burts research has also garneredthe attention of various VR amusement attraction vendors across the U.S. and Europe, as well as Six Flags. If all goes well, perhaps we could all be enjoying theme parks with a dose of virtual reality some day soon.
h/t Travel and Leisure
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Val.ai lets self-driving cars bid for parking spots – TechCrunch
Posted: at 5:47 pm
Where will self-driving cars go once they drop you off? In big cities, parking can be expensive and take forever to find. But TechCrunch Disrupt NY hackathon team Val.ai built a way for autonomous vehicles to participate in auctions for nearby parking spaces.
When a self-driving car needs to park itself, it can submit real-time bids for local spots occupied by others. If a currently parked car knows it needs to pick someone up soon, and it will earn more from selling the parking spot now than the gas it might burn driving around until its pick-up time, it can accept a bid. The winning bidder vehicle gets directions to the spot, and the one parked there vacates when it arrives.
While there arent so many self-driving cars on the road that we need this just yet, technology like Val.ai could eventually reduce congestion and pollution by more efficiently routing cars to spaces. The project was built using Clarifai, ThingSpace and MapQuest.
But theres one big problem with Val.ai. The pitch made it sound like the cars would be auctioning off public parking spots. Squatting in these spots until another car pays enough could be seen as abusing public resources for private gain. When a few startups tried to do this a few years ago for human-driven cars, we labeled these resource-abusing startups as #JerkTech.
The real opportunity here for a business that doesnt unfairly profit off the commons is to set up commercial parking lots that use this real-time bidding system.
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Apple acquires AI startup Lattice.io – CNET
Posted: at 5:47 pm
Apple has acquired Lattice.io, a data intelligence company.
Apple has acquired data intelligence company Lattice.io, according to a TechCrunch report Saturday.
Lattice.io uses machine learning to transform "dark data" such as unstructured text and images into structured data for use by traditional data analysis tools. Founded in 2015, Lattice.io was born out of the Stanford research project DeepDive, a framework for extracting raw data from text.
Apple paid $200 million for the Menlo Park, California-based company, TechCrunch reported. The deal is said to have closed a few weeks ago, with about 20 Lattice.io engineers joining Apple.
Lattice.io was co-founded by Michael Carafella, a professor of computer science at the University of Michigan. Carafella, who serves as the company's CEO, is a co-creator of Hadoop, an open-source technology designed for analysis of big volumes of data. Chris Re, a professor of computer science at Stanford, is also Lattice.io co-founder.
Lattice.io didn't immediately respond to a request for comment, but Apple confirmed the acquisition with its routine statements about its acquisitions.
"Apple buys smaller technology companies from time to time, and we generally do not discuss our purpose or plans," a spokeswoman said.
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Hollywood ‘studio’ approach aims to free-up AI entrepreneurs – Financial Times
Posted: at 5:47 pm
Financial Times | Hollywood 'studio' approach aims to free-up AI entrepreneurs Financial Times The focus on AI reflected a belief that the technology had moved beyond the research stage and was now ready to reshape the way people interact with computers, said Mr Libin. All Turtles is starting out with 10 AI projects in San Francisco, some of ... |
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AI Opponents Can Beat Humans at Chess, Go, and Even Poker – Futurism
Posted: at 5:47 pm
In BriefArtificial intelligence continually becomes moresophisticated, and playing games with people is something it'squite skilled at. Researcher Arend Hintze takes a look at theevolution of AI and games and what's coming next.
Way back in the 1980s, a schoolteacher challenged me to write a computer program that played tic-tac-toe. I failed miserably. But just a couple of weeks ago, I explained to one of my computer science graduate students how to solve tic-tac-toe using the so-called Minimax algorithm, and it took us about an hour to write a program to do it. Certainly my coding skills have improved over the years, but computer science has come a long way too.
What seemed impossible just a couple of decades ago is startlingly easy today. In 1997, people were stunned when a chess-playing IBM computer named Deep Blue beat international grandmaster Garry Kasparov in a six-game match. In 2015, Google revealed that its DeepMind system had mastered several 1980s-era video games, including teaching itself a crucial winning strategy in Breakout (seen below). In 2016, Googles AlphaGo system beat a top-ranked Go player in a five-game tournament.
The quest for technological systems that can beat humans at games continues. In late May, AlphaGo will take on Ke Jie, the best player in the world, among other opponents at the Future of Go Summit in Wuzhen, China. With increasing computing power, and improved engineering, computers can beat humans even at games we thought relied on human intuition, wit, deception or bluffing like poker. I recently saw a video in which volleyball players practice their serves and spikes against robot-controlled rubber arms trying to block the shots. One lesson is clear: when machines play to win, human effort is futile.
This can be great: we want a perfect AI to drive our cars, and a tireless system looking for signs of cancer in X-rays. But when it comes to play, we dont want to lose. Fortunately, AI can make games more fun, and perhaps even endlessly enjoyable.
Todays game designers who write releases that earn more than a blockbuster movie see a problem: creating an unbeatable artificial intelligence system is pointless. Nobody wants to play a game they have no chance of winning.
But people do want to play games that are immersive, complex, and surprising. Even todays best games become stale after a person plays for a while. The ideal game will engage players by adapting and reacting in ways that keep the game interesting, maybe forever.
So when were designing artificial intelligence systems, we should look not to the triumphant Deep Blues and AlphaGos of the world, but rather to the overwhelming success of massively multiplayer online games like World of Warcraft. These sorts of games are graphically well-designed, but their key attraction is interaction.
It seems as if most people are not drawn to extremely difficult logical puzzles like chess and Go, but rather to meaningful connections and communities. The real challenge with these massively multiplayer online games is not whether they can be beaten by intelligence (human or artificial), but rather how to keep the experience of playing them fresh and new every time.
At present, game environments allow people lots of possible interactions with other players. The roles in a dungeon raiding party are well-defined: fighters take the damage, healers help them recover from their injuries, and the fragile wizards cast spells from afar. Or think of Portal 2, a game with a multiplayer aspect focused entirely on collaborating robots puzzling their way through a maze of cognitive tests.
Exploring these worlds together allows you to form common memories with your friends. But any changes to these environments or the underlying plots have to be made by human designers and developers.
In the real world, changes happen naturally, without supervision, design or manual intervention. Players learn, and living things adapt. Some organisms even co-evolve, reacting to each others developments. (A similar phenomenon happens in a weapons technology arms race.)
Computer games today lack that level of sophistication. And for that reason, I dont believe developing an artificial intelligence that can play modern games will meaningfully advance AI research.
A game worth playing is a game that is unpredictable because it adapts, a game that is ever novel because novelty is created by playing the game. Future games need to evolve. Their characters shouldnt just react; they need to explore and learn to exploit weaknesses or cooperate and collaborate. Darwinian evolution and learning, we understand, are the drivers of all novelty on Earth. It could be what drives change in virtual environments as well.
Evolution figured out how to create natural intelligence. Shouldnt we, instead of trying to code our way to AI, just evolve AI instead? Several labs including my own and that of my colleague Christoph Adami are working on what is called neuro-evolution.
In a computer, we simulate complex environments, like a road network or a biological ecosystem. We create virtual creatures and challenge them to evolve over hundreds of thousands of simulated generations. Evolution itself then develops the best drivers, or the best organisms at adapting to the conditions those are the ones that survive.
Todays AlphaGo is beginning this process, learning by continuously playing games against itself, and by analyzing records of games played by top Go champions. But it does not learn while playing in the same way we do, experiencing unsupervised experimentation. And it doesnt adapt to a particular opponent: for these computer players, the best move is the best move, regardless of an opponents style.
Programs that learn from experience are the next step in AI. They would make computer games much more interesting, and enable robots to not only function better in the real world, but to adapt to it on the fly.
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Why AI researchers like video games – The Economist
Posted: at 5:47 pm
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