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Daily Archives: February 15, 2022
Within reach: Integrating robotics, biology improves functionality of prosthetic hand – ASU Now
Posted: February 15, 2022 at 5:06 am
February 9, 2022
Twenty-seven bones, 27 joints, more than 30 muscles and over 100 ligaments make up the human hand.
Coordinating these components with our brain and nervous system, hands are capable of doing amazing things. One thing scientists have not yet been able to do with their own brains and hands, however, is design an effective prosthesis for the thousands of people affected by upper limb loss. The SoftHand Pro, pictured at the Cybathlon 2020 international assistive technology competition, is the first prosthesis to combine soft robotic technologies and the natural biomechanics of the human hand to improve the functionality, versatility and robustness of hand prostheses for people with upper limb loss. Photo courtesy of IIT-Istituto Italiano di Tecnologia Download Full Image
There are many (prosthetic) hands developed by research that are beautiful engineering masterpieces. The problem is, they often dont get out of the lab, says Marco Santello, a professor of biomedical engineering in the Ira A. Fulton Schools of Engineering at Arizona State University. There is a huge gap between building something very elegant and sophisticated and something that someone would like to use in daily activities.
Santello and a team of interdisciplinary researchers have been developing the SoftHand Pro the first prosthetic to combine soft robotic technologies and the natural biomechanics of the human hand to address the unmet needs of functionality, versatility and robustness in a hand prosthesis and improve peoples quality of life.
If prosthetic users are not satisfied with how a prosthesis works, they rely on constantly using their intact limb, Santello says. However, there are a lot of activities we do with more than one hand. So, if they have a prosthetic hand they can rely on to function reliably and consistently, they can do (more) activities they care about.
After years of proof-of-concept research and preliminary testing, Santello is collaborating with Kristin Zhao, director of the Assistive and Restorative Technology Laboratory at Mayo Clinic in Rochester, Minnesota, on a $3.2 million National Institutes of Health-funded R01 project to conduct a clinical trial to assess and compare the performance of the SoftHand Pro against a commercially available prosthetic hand.
Clinical trials are a priority for us as translational researchers because they give us the opportunity to learn whether our novel technologies will meet the needs of patients, says Zhao, the project's co-principal investigator alongside Santello. Further, this clinical trial exemplifies a powerful team science approach that brings together teams with expertise in robotics, biomechanics, neural control of movement and clinical care for patients with limb loss.
This research initially received one of three seed funding grants from Team Science a partnership between ASU and Mayo Clinic in which a multidisciplinary team comprised of one ASU researcher and one Mayo Clinic researcher collaborate on innovative health care solutions as well as additional National Institutes of Health R21 grant funding for early stage research.
In the laboratory, hand prostheses are often very complex, require extensive maintenance or are prone to breakage. Many commercial prosthetic hands have their own drawbacks, such as their expense, weight and difficulty to repair.
The biggest weakness is that users are often not satisfied (with commercial prostheses) because the range of functions you can perform is often limited, says Santello, who is also the director of the School of Biological and Health Systems Engineering, one of the seven Fulton Schools.
With too few joints, a prosthetic hand is easier to control, but cant do everything patients would like it to do. More joints increase functionality, but can make controlling the hand too complex. However, Santello says the solution needs to go beyond the prosthetic hand's mechanical structure.
During his postdoctoral work in neuroscience, Santello observed that even though the hand has many joints, biomechanical restrictions in the human hand and neural constraints in the central nervous system result in only three or four main coordination patterns of finger motion, known as synergies. These patterns, extracted from hand shapes used to grasp and use a large set of everyday objects, can be considered the fundamental building blocks that underlie all possible hand shapes.
This concept caught the attention of robotics researchers, including Antonio Bicchi, who is a professor of robotics at the University of Pisa, a senior scientist at the Italian Institute of Technology in Genoa, Italy, and an adjunct professor in the School of Biological and Health Systems Engineering at ASU; and Manuel G. Catalano, a researcher at IIT and an affiliate at Mayo Clinic. In his doctoral thesis, Catalano, advised by Bicchi and Santello, developed and investigated the design concept of the SoftHand Pro, which earned him international acclaim with the 2014 Georges Giralt PhD Award for the best PhD thesis in robotics.
People who work in robotics thought this was a really cool concept because so far, weve been building robotic hands with as many motors as joints, which makes control very, very difficult, Santello says. But now, if you can design the (prosthetic) hand in a way that moves according to biological constrained patterns of finger motion, you dramatically simplify control without necessarily compromising function and versatility.
By using the concept of hand synergies, Bicchi and his team designed and built the prototypes of what is now the SoftHand Pro.
Maria Fossati, a designer on the European SoftHand Pro team who also works at the Italian Institute of Technology in Genoa, demonstrates the SoftHand Pro at Cybathlon 2020, an international competition in which people with physical disabilities compete in events with state-of-the-art assistive technologies. Photo courtesy of IIT-Istituto Italiano di Tecnologia
By combining soft robotics, biomechanics and neuroscience, the SoftHand Pro has emerged as a flexible prosthetic with 19 joints controlled by a single motor that manipulates the joints according to the natural movement patterns of the hand. Using only one motor to control so many joints is a unique feature compared to other prosthesis designs. The SoftHand Pro also has more joints, also known as degrees of freedom, than other commercially available prosthetic hands, and is closest to the degrees of freedom of the human hand.
The SoftHand Pro works with myoelectric technology that uses the electrical signals generated in the remaining tissue of a persons forearm muscles to control the prosthetic hand. Santello says that all the user has to do is think about closing the prosthetic hand and, by contracting the forearm muscles, it will mold to an object using the concept of constrained movement patterns, not unlike what happens when using an organic hand.
When you use your own hand, youre not thinking that the thumb needs to flex 10 degrees and then this finger 25 degrees and the next finger five degrees fortunately, you dont! Santello says. Often, you have an approximation of the shape of the object in the shape of your hand, and you use the compliance of the hand to do the rest for you and stop closing as soon as you see or feel like you have secure contact. You dont need a complex algorithm to choose a given hand shape for a specific object, nor does the SoftHand Pro user need to be aware (of the motion of the fingers).
In the case of a prosthesis, the user practices this motion so it becomes second nature to see an object and grasp it with the prosthetic.
Even with such a simple control mechanism, the SoftHand Pro offers versatility for this motion. Its flexibility allows the hand to conform to many shapes and permits movements like picking a small object off of a table to taking a book from a shelf motions other prosthetics would struggle with because of their rigidity or limitations in their mechanical design.
Qiushi Fu, one of Santellos former doctoral students and postdoctoral researchers who is now an assistant professor at the University of Central Florida, helped conduct early testing of the SoftHand Pro with control subjects who have intact hands. He also assisted in the development of the SoftHand Pros bio-inspired robotic control algorithms and protocols that expanded and enhanced its capabilities.
The SoftHand Pro prototype was a relatively new concept, and it provided opportunities to explore different directions. I was investigating bio-inspired robot control (as a doctoral student), and it helped to expand my expertise into prosthetics and human-machine interfaces, Fu says. Demonstrating that our control algorithm can help subjects transport fragile objects was an important achievement.
In addition to providing increased functionality, the compliant nature of the SoftHand Pro is also more resistant to breakage. By being able to flex, extend and mold to the environment, the soft robotic mechanical joints are less likely to break during movements performed by organic joints.
Santello has brought the basic scientific foundation of the technology to the SoftHand Pro and worked with Bicchi and others in Italy to test the device. Now Zhao and Mayo Clinics biomechanical and clinical expertise will help the team evaluate if the prosthesis will lead to greater improvement in grasping and manipulation performance than a commercially available, multi-digit prosthetic hand called the i-limb by orthopedics company ssur.
When the opportunity to work on a prosthetic project came up, Mayo Clinic was my top choice, says Santello, who has fostered collaborations between the institution and his school for the past decade.
The ASU and Mayo Clinic team, with the support of the Italian Institute of Technology team, coordinated by Bicchi and Catalano, is now taking on a complex new phase of the project through an extensive, multi-site clinical trial that started in August 2021. They will work with 36 individuals with upper limb loss over five years to compare the SoftHand Pro to the commercial alternative. The subjects will participate in laboratory testing with both prosthetics, and use each prosthetic at home for daily activities for eight weeks.
Comparing the use of two prostheses over a long period of time in real-life scenarios outside of the lab adds a more rigorous reality check, Santello says. Thats what excites us. Theres an opportunity to significantly impact quality of life for individuals with upper limb loss who use prostheses.
This phase of research is made possible by working with Mayo Clinic in Rochester, Minnesota, which will provide access to a team of experts in prosthetics, occupational therapy and physical rehabilitation in addition to a prosthetic and amputee rehabilitation clinic, the Hanger Clinic.
The Mayo Clinic team will leverage its integrated clinical practice, research and educational expertise to help carry out this pivotal clinical trial that has our core value at its center to respond to the needs of the patient, Zhao says. We are excited to partner with Drs. Santello and Bicchis teams on this important effort.
Its a high-risk, high-reward project, Santello says. We strongly believe that there is an opportunity to improve acceptance of prostheses, improve lives and enable prosthesis users to be more functional, more independent and able to do more things in a better way. We have to wait for the results, but based on what we know so far, there is a high likelihood that the outcomes of our project can make an impact.
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Within reach: Integrating robotics, biology improves functionality of prosthetic hand - ASU Now
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IRIS OHYAMA Inc. and SoftBank Robotics Group Corp. Ink Capital Alliance, Aiming to Create Demand in Robotics Market and Solve Social Issues – PR…
Posted: at 5:06 am
SENDAI, Japan, Feb. 15, 2022 /PRNewswire/ -- IRIS OHYAMA Inc. and SoftBank Robotics Group Corp. have entered into the "Business Alliance Agreement" seeking to create medium- to long-term demand in the robotics market and solve social issues. In addition, IRIS OHYAMA, based in Sendai, Miyagi Prefecture, Japan, has agreed to accept the "Third-Party Allotment of Shares" implemented by Tokyo-based SoftBank Robotics Group, totaling 10 billion yen.
In Japan, the labor shortage is becoming a serious issue due to the declining birthrate, aging population, and the effects of the spread and prolonged infection of the novel coronavirus. Furthermore, DX (digital transformation) has progressed in various fields of socioeconomic activities, and new demand creation is required in the post-coronavirus era. Therefore, IRIS OHYAMA and SoftBank Robotics Group established a joint venture, "Iris Robotics Co., Ltd.," in February 2021 in order to make a full-scale entry into the market for corporate services and robotics. The company provides a total solution for business robotization, such as consultation and establishment support for corporate services and robots in business settings.
In this way, the two companies have built an excellent relationship through the robotic business. With this business alliance and the implementation of the "Third-Party Allotment of Shares," the management resources and know-how of each company will be integrated to further strengthen the cooperation. The two companies will together contribute to the realization of long-term improvements of corporate values and solutions to social issues. In order to respond to the developing DX and accomplish a sustainable society, the duo will make efforts to "solve the labor shortage and shift to DX," "accomplish a carbon-free society and contribute to the reduction of CO2 emissions," and "develop and improve new solutions."
Business Alliance Overview1. Efforts to solve labor shortage and shift to DXGiven the DX shift acceleration due to the serious labor shortage and coronavirus pandemic, the two companies regard the service robotics field as a growing sector and are expanding the field through the development of new models and introduction to companies, medical facilities and educational institutions.
2. Accomplishing carbon-free society and contributing to CO2 cutsTo address environmental issues such as accomplishing a carbon-free society and reducing CO2 emissions, the pair will reduce fuel consumption and solve environmental issues by connecting the wireless control system "LiCONEX" to IRIS OHYAMA's service robots to improve operational efficiency.
3. Development and improvement of new solutionsBy implementing DX, saving labor and improving efficiency, the two companies will promote research and development of robots that respond to social changes. Through the synergistic efforts of IRIS OHYAMA's product development capabilities and the great knowledge and technology in the field of AI robot OS possessed by SoftBank Robotics Group, the duo will seek to create a new market.
IRIS OHYAMA Inc.Headquarters: 2-12-1 Itsutsubashi, Aoba-ku Sendai City, Miyagi Prefecture, JAPANEstablished: April, 1971Description of business: Planning, manufacturing and sales of housewaresRepresentative: Akihiro Ohyama, Executive President
SoftBank Robotics Group Corp.Headquarters: 1-7-1 Kaigan, Minato-ku, Tokyo, JAPANEstablished: January, 2012Description of business:As a holding company that oversees the robotics business in the SoftBank Group, the Company is engaged in management activities with the objective of investing in and growing subsidiaries. In this fiscal year, the Company also started to engage in research and development activities of robot products.Representative: Fumihide Tomizawa, President & CEO
Website (TAIWAN): https://www.irisohyamatw.com/Website (THAILAND): https://www.irisohyama-thailand.com/
Source: IRIS OHYAMA Inc.
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The Worldwide Cloud Robotics Industry is Expected to Reach $40+ Billion by 2030 – GlobeNewswire
Posted: at 5:06 am
Dublin, Feb. 09, 2022 (GLOBE NEWSWIRE) -- The "Cloud Robotics Market to 2030: Trend Forecast and Growth Opportunity" report has been added to ResearchAndMarkets.com's offering.
The global cloud robotics market will reach $40.29 billion by 2030, growing by 26.5% annually over 2020-2030 considering the impact of COVID-19 pandemic. The market is driven by proliferation of the cloud technology, broad spectrum use of wireless technologies, the cost-effectiveness and enhanced process efficiency of cloud robotics, and the increase in the adoption of Internet of Things (IoT) and Artificial Intelligence (AI).
This report is based on a comprehensive research of the entire global cloud robotics market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2017-2019 and provides estimate for 2020 and forecast from 2021 till 2030 with 2019 as the base year (Year 2020 is not appropriate for research base due to the outbreak of COVID-19).
In-depth qualitative analyses include identification and investigation of the following aspects:
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global cloud robotics market in every aspect of the classification from perspectives of Component, Robot Type, Implementation Module, Connectivity Technology, Deployment Mode, Business Model, Application, and Region.
Based on Component, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
Based on Robot Type, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
Based on Implementation Module, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
Based on Connectivity Technology, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
Based on Deployment Mode, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
Based on Business Model, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
Based on Application, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2019-2030 included in each section.
Geographically, the following regions together with the listed national/local markets are fully investigated:
For each aforementioned region and country, detailed analysis and data for annual revenue ($ mn) are available for 2019-2030. The breakdown of all regional markets by country and split of key national markets by Component, Business Model, and Application over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Key Topics Covered:
1 Introduction
2 Market Overview and Dynamics2.1 Market Size and Forecast2.1.1 Impact of COVID-19 on World Economy2.1.2 Impact of COVID-19 on the Market2.2 Major Growth Drivers2.3 Market Restraints and Challenges2.4 Emerging Opportunities and Market Trends2.5 Porter's Five Forces Analysis
3 Segmentation of Global Market by Component3.1 Market Overview by Component3.2 Hardware3.2.1 Robot Devices3.2.2 Robot Components3.3 Software3.3.1 Robotics Application Software3.3.2 Software for Integrated Virtual Robots3.3.3 Software for Cloud Data Storage and Analytics3.4 Services3.4.1 Deployment and Integration3.4.2 Connectivity Management3.4.3 Strategic Consulting3.4.4 Training and Support
4 Segmentation of Global Market by Robot Type4.1 Market Overview by Robot Type4.2 Stationary Robots4.2.1 Cartesian/Gantry Robots4.2.2 Cylindrical Robots4.2.3 Spherical Robots4.2.4 SCARA Robots4.2.5 Articulated Robots4.2.6 Parallel Robots4.2.7 Other Stationary Robots4.3 Wheeled Robots4.3.1 Single Wheel Robots4.3.2 Two Wheeled Robots4.3.3 Three Wheeled Robots4.3.4 Four Wheeled Robots4.3.5 Six Wheeled Robots4.3.6 Tracked Robots4.4 Legged Robots4.4.1 One Leg Robots4.4.2 Bipedal/Humanoid Robots4.4.3 Tripedal Robots4.4.4 Quadrupedal Robots4.4.5 Hexapod Robots4.4.6 Many Legs Robots4.5 Flying Robots4.6 Swimming Robots4.7 Robotic Balls4.8 Swarm Robots4.9 Modular Robots4.10 Micro Robots4.11 Nano Robots4.12 Soft/Elastic Robots4.13 Snake Robots4.14 Crawler Robots4.15 Hybrid Robots4.16 Other Robot Types
5 Segmentation of Global Market by Implementation Module5.1 Market Overview by Implementation Module5.2 Peer-based Cloud Robotics5.3 Proxy-based Cloud Robotics5.4 Clone-based Cloud Robotics
6 Segmentation of Global Market by Connectivity Technology6.1 Market Overview by Connectivity Technology6.2 Cellular6.2.1 3G6.2.2 4G6.2.3 5G6.3 Bluetooth Low Energy (BLE)6.4 WiFi/WiMAX6.5 Radio Frequency (RF)6.6 Infrared
7 Segmentation of Global Market by Deployment Mode7.1 Market Overview by Deployment Mode7.2 Public Cloud7.3 Private Cloud7.4 Hybrid Cloud
8 Segmentation of Global Market by Business Model8.1 Market Overview by Business Model8.2 Platform as a Service (PaaS)8.3 Infrastructure as a Service (IaaS)8.4 Software as a Service (SaaS)
9 Segmentation of Global Market by Application9.1 Market Overview by Application9.2 Industrial Use9.2.1 Manufacturing9.2.2 Automotive9.2.3 Transportation & Logistics9.2.4 Other Industrial Sectors9.3 Commercial & Professional Use9.3.1 Healthcare and Medical9.3.2 Agriculture9.3.3 Retail and Consumer Service9.3.4 Travel and Tourism9.3.5 Home and Construction9.3.6 Banking, Financial Services, and Insurance9.3.7 Other Commercial Sectors9.4 Personal & Consumer Use9.4.1 Entertainment9.4.2 Education9.4.3 Personal Healthcare9.4.4 Home Appliances9.4.5 Cleaning9.4.6 Other Personal Sectors9.5 Government and Military Use9.5.1 National Defense9.5.2 Homeland Security9.5.3 Space Management
10 Segmentation of Global Market by Region10.1 Geographic Market Overview 2019-203010.2 North America Market 2019-2030 by Country10.2.1 Overview of North America Market10.2.2 U.S.10.2.3 Canada10.2.4 Mexico10.3 European Market 2019-2030 by Country10.3.1 Overview of European Market10.3.2 Germany10.3.3 U.K.10.3.4 France10.3.5 Spain10.3.6 Italy10.3.7 Russia10.3.8 Rest of European Market10.4 Asia-Pacific Market 2019-2030 by Country10.4.1 Overview of Asia-Pacific Market10.4.2 Japan10.4.3 China10.4.4 Australia10.4.5 India10.4.6 South Korea10.4.7 Rest of APAC Region10.5 South America Market 2019-2030 by Country10.5.1 Argentina10.5.2 Brazil10.5.3 Chile10.5.4 Rest of South America Market10.6 MEA Market 2019-2030 by Country10.6.1 UAE10.6.2 Saudi Arabia10.6.3 South Africa10.6.4 Other National Markets
11 Competitive Landscape11.1 Overview of Key Vendors11.2 New Product Launch, Partnership, Investment, and M&A11.3 Company Profiles
For more information about this report visit https://www.researchandmarkets.com/r/omxa8c
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Start-Ups From All Over the World Will Raise EUR30 Million in Odense, Europe’s Robotics Capital – Business Wire
Posted: at 5:06 am
ODENSE, Denmark--(BUSINESS WIRE)--The hit rate is high when capital-hungry start-ups and risk-taking investors meet up at Odense Investor Summit in Europes fastest growing robotics environment. Based on the success of previous summits, more than half of attending start-ups will succeed in finding investor capital at the matchmaking event. This year 15 technology companies will present their automation inventions in front of 300 investors.
Investors are increasingly interested in finding golden eggs in the robotics start-up scene, as automation and robotics technology are making headway in more and more industries. A record number of robotics investors are waiting to participate at the Odense Investor Summit on 24 March 2022, which will be held in Denmark at the same time as the robotics trade fare R-22.
Shared robotic event generates a lot of synergy
Odense Municipality is the organiser of Odense Investor Summit and has worked for years to make Odense the worlds best robotics city. Children as young as three years old are experimenting with robot technology in the city with the international robotics environment, which attracts start-ups, investors, and robotics talent from all over the world.
Odense Mayor Peter Rahbk Juel:
In Odense, the key elements to a thriving robotics industry are united: economy, expertise, capacity. Investors in the fields of automation and robotics come here to access the most promising investment opportunities and to learn about the latest trends in the market, incited not least by the event of Odense Investor Summit. Visitors are impressed by the way in which members of our local ecosystem seek out coopetition and knowhow from one another.
The summit will also have panel discussions, and keynote speakers, including Greg Smith, President for Industrial Automation Group and President of Teradyne:
With the acquisition of Universal Robots in 2015, we saw the potential of Odense in the field of robotics. In 2018, we acquired Mobile Industrial Robots and reaffirmed our commitment to Odense as an important center for research into robotics. Since 2015, we have been a constant in Odenses ecosystem and we have been excited to witness the growth of the robotics community, which is constantly proving its capability to commercialize technology.
This is the 8th Odense Investor Summit. Investors have pledged more than EUR 860 million to robotics start-ups in Odense.
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These 3 Philly-area high schoolers are working on the future of radar, electronics and surgical robotics – Technical.ly
Posted: at 5:06 am
What do you want to be when you grow up? Id like to be as smart as the Philly-area teens named finalists in the nations oldest math and science competition, the Regeneron Science Talent Search.
Regeneron Pharmaceuticals and the Society of Science host the annual search, selecting high school seniors based on their projects scientific rigor, as well as their potential to become world-changing scientists and leaders. Previous finalists have gone on to win Nobel Prizes, National Medals of Science and Fields Medals, per the org.
Of 1,800 applicants in 2022, three local high school seniors are among the searchs top 40: Claire Andreasen, Leo Wylonis and Victor Cai. Each finalist is awarded up to $25,000 and participates in a weeklong competition in March. Top prizes range from $40,000 to $250,000.
Heres how the students told us they hope to use science to change the world:
Victor Cai with his narrowband radar project. (Courtesy photo)
Cai was selected as a finalist for developing a short-range distance sensing radar to help visually impaired people navigate their homes. He told Technical.ly he was inspired to develop his project after his karate teacher of 11 years slowly lost his sight due to a rare eye disease.
I was eager to do something for him, he said.
Traditionally, radar algorithms can interfere with Wi-Fi and Bluetooth, making such technology difficult to use in the home. Cai used a little-known radar concept, officially called the Multiple Frequency Continuous Wave. His technology uses only four kilohertz of bandwidth, as opposed to one gigahertz required by a traditional algorithm, Cai said.
Cais project, Designing a Narrowband Radar Using GNU Radio and Software Defined Radio for Tomography and Indoor Sensing. (Courtesy photo)
The device is currently about one foot by one foot in height and width. Cai is developing a smaller prototype that the user can wear around the house.
He said he was elated when the Regeneron Science Talent Search announced he was among the top 40.
Science allows us to innovate these new technologies and in general, with engineering, to use these technologies around us to develop ways in which we can make peoples lives better, he said. For me, its really special to create something that hasnt been possible before.
Andreasen proved graphene, a sustainable carbon-based material, can develop magnetic properties under certain conditions making it applicable for use in electronics such as hard drives, transistors and MRIs.
The magnetic materials in electronics and electronic components(such as hard drives, transistors, MRIs, generators, and more)are typically made out of expensive materials that require unethical and unsustainable mining practices, Andreasen wrote in an email to Technical.ly. One way we can improve the efficiency, cost, sustainability, and ethicality of electronics is by discovering alternative magnetic materials.
Her proof of graphenes magnetic capabilities allows scientists to question if other non-magnetic materials can develop similar controllable characteristics, she said.
Claire Andreasen. (Courtesy photo)
For her research, Andreasen used modeling and computational software, such as MATLAB and Ovito, to analyze individual atoms in graphene. She spent a year working on the project, but was still surprised by her induction into Regenerons top 40.
I was very, very shocked and excited. I am still very, very shocked and excited. A lot of the activities I do outside of research are not STEM-focused and this was my first big research project, so I didnt expect to be named a finalist, Andreasen wrote. When shes not developing her research, Andreasen co-leads an environmentalism club at her school, plays the French horn and participates in Delawares Youth in Government, similar to mock trial.
Andreasen focused on graphene because of its sustainability. After graduating, she hopes to fuse environmental and science studies, researching clean energy solutions.
For now, shes looking forward to connecting with the other finalists during the weeklong competition.
I have been watching the intro videos of the other finalists, she wrote, and its shocking to see how much we have in common beyond science.
Leo Wylonis MRI motor robot. (Courtesy photo)
Wylonis always liked working with his hands. When he was little, he built Lego robots. Inspired by loved ones experiences with surgery, he developed a motor for use in MRI robotics that got him a spot in Regenerons top 40.
During surgery using MRI robotics, procedures are completed while a patient is in the MRI, or magnetic resonance imaging, machine. Because the MRI is broadcasting a live image of the patients body, it leaves less room for error than typical surgery. However, there can be no metal tools inside the MRI because it will degrade the machines images.
Wylonis developed a non-metal DiSERVO motor from mostly custom-printed 3D plastic parts for use in MRI robotics. His prototype was tested to have higher torque, be faster and more accurate than the leading motor used in the field, which was developed by Johns Hopkins University researchers, per his project abstract.
Wylonis plans to study engineering after high school. He attributes his lifelong interest in science to the excitement of creating new things.
There are so many different innovations going on in the world that are completely new, he said. The prospect of making something completely new that helps the world is really cool, and I really like getting in the flow of a project and completing it to its finish.
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All of three local students are excited about meeting their fellow finalists during the competition from March 9 to 16.
Its kind of nice to have a wide range of topics being researched by all of the finalists and to just get to know different areas of science and how they are improving our lives, Cai said. And we all have that shared passion for using science to improve the world.
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Battle of the robots in Rockford – MyStateline.com
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ROCKFORD, Ill. (WTVO) Rockford Christian High School hosted the Regional Robotics Competition on Saturday, and the winners are heading to state.
Competitors said that they were excited, as they had been working continuously throughout the season to improve their robots.
We are feeling good, said Sara Koshi, Team 7715 Robotic Lions. Its been a long season, we made a lot of changes to our robot throughout. We actually, we started, we have now four-wheel drive, we started with two wheel drive. Our mechanism to pick up the blocks has changed a lot too.
Koshi is a sophomore at Rockford Christian High School, and she said that her teams first competition on Saturday went well.
It applies a lot of problem solving skills, an application of what we learned in class and then apply it to something thats going to be crucial when you move on, Koshi said.
Keith Jeske, the robotics coach for the high school, said that he is excited to see all these hard-working kids and their robots.
So each team has competed in three meets leading up to this day, and each meet, they have improved their robot, Jeske said. They improved their programing, they are working harder to meet the goals of the competition.
Each team did interviews with the judges to present and explain the engineering process of their robot. They had three minutes to collect blocks and stack them onto a three-tier target, and also used a camera to detect a rubber duck.
This is a program preparing future engineers and workers in the STEM field, Jeske said. So its programing, its designing, its engineering, its building but its also the process of going through.
Win or lose, Koshi is happy to be a part of like-minded people.
Its just nice to be here and having fun with fellow teams and fellow robotic lovers, she said.
There were 23 teams competing against each other on Saturday, but only five teams will be moving on to state. The Robotic Lions is one of those five teams.
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YHWH vs. the Singularity Baptist News Global – Baptist News Global
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In a recent issue of The Atlantic, novelist and playwright Ayad Akhtar argues that we have now arrived in the age of the Singularity, the hypothetical point in time at which technological growth becomes uncontrollable and irreversible, resulting in never-before-foreseeable changes to the human condition.
Akhtar says this point has come upon us not through a Terminator-esque weapons program, but through social media, through the advertising-industrial complex, and through the pervasive commoditization of normal human functions. All these avenues have eroded a sense of genuine dialogue between ideologies, reduced humanity to marketable props, and muddied the waters of truth in our culture.
These technological advancements have swept over us very quickly, promising to enhance our understanding through amassing more and more information. Akhtar laments these rapid changes and suggests that the counter-testimony is to embrace a set-apart way of living that is not fearful of going against cultural norms. Such determination is an act of sheer bravery in our world.
Psalm 25 is an acrostic song of petition, whose writer desperately seeks YHWHs intervention in the midst of deeply felt jeopardy. The psalmist has placed their grounds for hope in YHWHs steadfast love as an alternative to their own pursuits of truth. Rather than relying on the veracity of their own perspective or on the market-driven promises of the culture, the psalmist cries out to God:
Make me to know your ways, O LORD;teach me your paths.Lead me in your truth, and teach me,for you are the God of my salvation;for you I wait all day long. (Psalm 25:4-5)
For this psalmist, the starting place for salvation is the acknowledgment of their own inability to discern truth or paths that lead to life. The psalmist admits there is no alternative source of protection from enemies, from endless self-doubt or from vapid truths; it is only YHWH who can provide genuine salvation, only YHWH who can provide a path toward meaning, and only YHWH who can provide generative wisdom.
In the life of faith, I do not believe there is any greater task of Christian discipleship than to offer an alternative path out of the Singularity-invaded culture and into the gospel-centric home of truth and wisdom.
In the life of faith, I do not believe there is any greater task of Christian discipleship than to offer an alternative path out of the Singularity-invaded culture and into the gospel-centric home of truth and wisdom. There is no doubt that the very concept of truth itself has become diluted in our culture. The ramifications of that dilution have led to an erosion of communal trust and a tendency for our culture to paint those with whom we disagree in as unsavory a light as possible.
The Singularity also has employed deceptive and unseen algorithms that inaccurately portray the world in such a way so that our already-held worldview is merely affirmed rather than being healthily challenged. Akhtar observes: Having ones bias confirmed endlessly by a curated cascade of information reflecting back to you your preferences and opinions, second after second, understandably breeds an illusion of certainty. But certainty is nothing like wisdom; it might be something closer to wisdoms opposite.
Psalm 25 encourages the people of God not to seek truth merely in the advancements of their culture or in the depths of their own perspective, but to recognize their own neediness for wisdom and to live in ways that counter the continual commoditization of the human experience. When Gods people adhere to such humility, they are more generous with how they view themselves and with how they view their neighbors.
So Patrick Miller, in his reflection on the commandment against bearing false witness, can accurately and prophetically claim:
One of the primary dangers in the church today is the danger of not telling the truth about what ones theological opponent says. When that happens, communal trust and the good neighborhood of the church will crumble, not in the face of differing views of moral and theological issues but on an underlying and profound mendacity.
It is the task of communities of faith to reject the false promises of certainty to which the Singularity continually lures us. Instead, we are called to join with the psalmist in declaring faith in YHWH who keeps covenant with salvation, truth and genuine wisdom.
Tyler Tankersleyserves as senior pastor of Ardmore Baptist Church in Winston-Salem, N.C. He is a graduate of Central Baptist Theological Seminary. This reflection was written as a submission for the retreat Poems for Dangerous Times: A Gathering Around the Psalms. Tyler will be leading a workshop at this retreat on the intersections of technological trends and the Psalms.
Related articles:
Zoom church is helpful for now. But we cannot become satisfied with technologys quasi-ability to facilitate communion | Opinion by Matt Dodrill
As Facebook evolves to Meta, what is the future of consciousness and control? | Analysis by Rick Pidcock
Facebook is the new voice of temptation whispering to the church in the digital wilderness/ Analysis by Todd Thomason
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YHWH vs. the Singularity Baptist News Global - Baptist News Global
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Intel Raptor Lake Tested in Ashes of the Singularity: 32 Threads Confirmed – Tom’s Hardware
Posted: at 5:06 am
13thgeneration Core 'Raptor Lake' CPUs should be released later this year, but Intel and its partners are already preparing for its launch, so samples of these processors are in the wild. Someone with access to a Raptor Lake chip ran an Ashes of the Singularity benchmark and submitted its score to the database. The result confirms some of the rumored specifications of the CPU, including its ability to process up to 32 threads simultaneously.
The Ashes of the Singularity benchmark was run with the Min_1080p preset to eliminate the impact of GPU performance (a GeForce RTX 3090 was used) and showcase Intel's 32-thread CPU.Earlier leaksindicate that Intel's next-generation Raptor Lake CPU will pack eight (P)erformance cores with 2-way SMT as well as 16 (E)fficiency cores. So, the benchmark pretty much confirms this configuration.
However, the Ashes of the Singularitybenchmark results(discovered by@Benchleaks) do not impress. The Raptor Lake processor scored 13400 points, whereas a similar machine with Intel's Core i9-12900K scored 13300 points.
However, there may be a plausible explanation for this behavior. Ashes of the Singularity is a very old game that can barely take advantage of more than eight CPU cores (or perhaps 16 threads?), and it does not seem to benefit from Intel's efficiency cores. Since Raptor Lake has the same number of P cores as Alder Lake, but more E cores, AOTS may not demonstrate any real performance advantages for the 13th generation processor.
Keeping in mind that we are dealing with a CPU that identifies itself as 'Genuine Intel(R) 0000' (like all early samples do), its benchmark results should be taken with a grain of salt.
While we are not going to make any final judgments about the performance of the Raptor Lake engineering sample, the key takeaway is that the CPU can process up to 32 threads simultaneously, which indirectly confirms 8P + 16E core configuration.
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Intel Raptor Lake Tested in Ashes of the Singularity: 32 Threads Confirmed - Tom's Hardware
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What Is the Metaverse? A Beginner’s Guide to Tech’s Latest Obsession – Singularity Hub
Posted: at 5:06 am
A couple months ago, friends and business contacts started asking me for a crash course on my professional research studying virtual environments. Their interest reflects an explosionwhich youve probably noticedof noise and hype surrounding something called the metaverse.
This article is an introduction for a complete or almost beginner. Theres plenty of mainstream coverage on the topic, but it often conflates concepts: virtual reality is not the metaverse (though its related), and crypto/Web3 by itself is not the metaverse (though also related). Confusing, I know. Whether youre a businessperson or bystander, this is my best effort to lay everything out.
In 99.99% of cases, provided the term is used correctly, you could replace the word metaverse with internet and the sentence will mean the same thing. So why is everyone using this fancy new word? I think analyst Doug Thompson said it very well when he noted that were using the term as a proxy for a sense that everything is about to change.
So if the metaverse is just the internetwhat about the internet is about to change? To answer that question, Ive broken this article into four parts:
For those that want my definition of the metaverse up front, Id say: The metaverse is the internet, but its also a spatial (and often 3D), game-engine-driven collection of virtual environments. There is a lot missing from this definition (like avatars), but if youre like many people, that will already sound like a made-up buzzword salad.
Lets explore.
To understand the changes coming to life online, you have to start with the seemingly obvious way we currently access the internet: computers.
And to understand where were headed, you have to look at the history of computer interfaces. By computer interface, Im referring to the way that humans interact with digital machines to get them to do what we want.
We take for granted how easy and intuitive working with computers has become in our lifetimes, but it wasnt always so easy.
In the middle of the 20th century, the programming language engineers used to get a computer to do things involved sticking their hands into the actual machines to wire cables. (Also, most early computer programmers were women.)
Then engineers invented a new interface using punch cards, which allowed us to keep our hands to ourselves.
After punch cards came command lines (like MS-DOS), which were a breakthrough because you could interact by typing words. But the real mainstream moment for computers was the invention of the graphical user interface (GUI). This is when working with computers came to involve clicking pictures and is what most of us take for granted as just how they work today. GUIs are now used in everything from ATMs to ticketing machines, and theyre the reason ordinary, non-programmer people like us can use them.
Why go through this history?
The point is that at every stage in the development just described, working with computers became easier, more accessible, and more people could use them.
Clay Bavor, at Google, whose description of this history and insights I am borrowing here, puts it this way:
Over the past several decades, every time people made computers work more like we doevery time we removed a layer of abstraction between us and themcomputers became more broadly accessible, useful, and valuable to us. We, in turn, became more capable and productive.
Today, the next great computing interface is emergingit just doesnt have a good name yet. You may have heard about concepts like augmented reality, virtual reality, mixed reality, immersive computing, or whatever two-letter acronym.
What all of these concepts share is that they involve the use of three-dimensional space. That is a very big deal.
My colleague at Singularity University, interface designer Jody Medich, taught me just how important 3D space is for the human brain. Which makes sense. We are born into 3D space. We grow up living in 3D space. It would make sense that our brains and bodies are built to interact in 3D space.
So this term spatial computing is becoming a commonly used way to refer to these interfaces. Be careful not to conflate this with the metaverse, since many spatial computing people dont consider themselves to be involved with, or a part of, all this metaverse nonsense. But it is related, and well come to that.
One other way to think of this is to consider why we dont typically see grandparents playing video game consoles. It takes time to develop the motor skills to smash buttons on a controller in the right way. Similarly, we take for granted that at some point we had to learn the motor skills to type.
We do, however, see more grandparents playing systems like the Nintendo Wii. You pick up a controller and swing your arms. Intuitive, easy, and anyone can do it. Thats a spatial interface. The big deal is that more people, including many more grandparents, could become comfortable using computers.
Generally, you should also think of spatial things as having the properties of moving around in space. In this sense, though not controlled using a spatial interface, a traditional video game like Fortnite is spatial (you move around), whereas a Zoom call is not. I dont want to complicate things, but spatial audio is another thing too.
To explain why this matters, I often use the example of Protectwise (now a Verizon company). They build tools to help cybersecurity professionals detect threats to their computer systems. Typically, a cybersecurity person lives life inside dashboards looking at log files to sense whats happening. What if that data could be turned into a spatial environment? Now patrolling your companys computer system is like playing a video game. More people could do that since its more intuitive. Take a look:
Spatial computing like this is coming to life online.
Game engines may be one of the most consequential technologies of the next decade. I know that might sound a little crazy. But hear me out.
A game engine is the software tool developers use to build (and run) video games. In these software programs you can upload 3D objects, apply rules for how those objects can move, add sounds, etc. The Protectwise thing shown above was made using the Unity game engine.
In business, the term video game is also misleading, since it suggests something recreational or non-serious. But as the world becomes more digital, game engines are powering the computing interfaces for all sorts of industries.
Aaron Lewis nicely points out, game engines are basically eating the world. Urban planning, architecture, automotive engineering firms, live music and events, filmmaking, etc. have all shifted a lot of their workflows/design processes to Unreal Engine and Unity.
Take the new electric Hummer as an example; the first car to have an Unreal-Engine-based interface. The vehicle takes information from its sensors and visualizes it in 3D on the dashboard. This is spatial computing in the real world.
Another jargon-y term you might start to hear is digital twin, which is the idea that physical things (like a Hummer) can use its sensor data to create a software copy of itself inside a computer. This lets humans interact with simulated industrial objects as if theyre computers.
A famous example is Hong Kong International Airports Terminal 1 which uses a digital twin in the Unity game engine to give facilities managers a real-time view of passenger activity and equipment that might need repairs. Think of it like the terminals 3D selfie.
While theres more happening in the world of game engines than I can go into, there are two engines to know: Unreal and Unity. Unreal is owned by Epic Games, the publisher who owns Fortnite, and Unity is a large publicly traded company. (Personally, Ive only ever used Unity since its designed to be somewhat beginner-friendly.)
The last thing you should know about game engines is that they are going to see mind-bending levels of improvement this decade. You might not have seen the internet lose its collective mind over the demo release of the newest Unreal Engine 5, but everyone went nuts. For an approachable summary of why its a big deal, Estella Tse gave me a really clear explanation.
And if you have 20 minutes to spare, my classmate sent me this, and it blew my mind:
The takeaway is that this decade, graphics will stop looking like graphics. The limit for how high game resolution can be is falling away, and well see photorealistic virtual environments that look like real life. This means you should try to see past the cartoonish aesthetic todays metaverse coverage will put in your mind.
For example, imagine what that means for something like Beyond Sports, a Dutch company that uses Unity and real-time positional data taken from sports to render live events as they are happening inside virtual reality. Picture this in 10 yearswalking around inside a game live with your friendsand now were approaching what we might be doing in the metaverse.
And here we can introduce the first part of a good definition of what the term metaverse is pointing toward:
If you start paying attention to it, youll notice game engines everywhere, which is especially true for.
Now that weve introduced spatial computing and game engines, weve arrived where most mainstream coverage of the metaverse picks as its starting point.
Virtual environments are the places well be logging into in tomorrows internet. They are also a tricky thing to define. In many ways, Twitter and Discord (an online messaging platform) are already virtual environments where people meet and exchange messages and information.
The virtual environments Im exploring here, however, are the spatial ones built in game engines, and there are two kinds to explore. First is real-world augmented reality (think Pokmon Go).
The other is the more traditional online or purely digital virtual environments you have to sit down at a computer (or put on a VR headset) to access, though this distinction is arbitrary and already falling away.
Pokmon Go is a helpful example of AR in the real world. Its a spatial game, built using Unity, that overlays 3D characters on the physical world. Does that mean we can consider Pokmon Go to be part of the metaverse? Well yeah, sort of I guess, sure, whos to say (I guess Im saying). The current definition is slippery. Were still in the define your terms stage, so be careful of that in the media.
In the future, it wont just be gamesthe entire physical world will be like a canvas we can paint with data.
To make this all happen, technology companies are scrambling to build whats referred to as the mirrorworld or AR cloud. These words mean the same thing as digital twin from earlier. Just extend the airport terminal concept to the entire Earth, and you have a tool to build virtual stuff on top of our everyday world. If you want to go deeper on this, I wrote this article exploring its impact on society.
This is all another way of saying the internet is spilling out of our phones and computers and merging with physical realityand its why that Hummer might be part of the metaverse. See, for example, how Niantic (the company who publishes Pokmon Go), market their technology to developers.
So, the metaverse wont just be random cartoon game worlds built by developers. It will also be digital replicas of very real spaces, likely the whole planet, and digital twins of industrial stuff like your car. It will eventually come to include sitting in your backyard with family members beamed in as avatars or putting on a VR headset to walk around other cities in real time.
Next, lets explore more traditional virtual worlds. Perhaps the most well-known example is a platform called Second Life, which was a huge phenomenon roughly 15 years ago and is still big today.
If youre not familiar, Second Life is a collection of virtual worlds built by users that you can explore as an avatar. Millions of users signed up, and lots of stuff happens there. Its also a good reminder that anytime you see the media claim that something is the first virtual-based whatever, thats very likely not true.
A very real economy exists in Second Life, where users buy and sell virtual goods and services, and it has its own currency; the Linden Dollar.
Today, theres a whole suite of platforms that could be thought of as successors to Second Life. One of these, Rec Room, just raised $145 million at a $3.5 billion valuation; this stuff is getting serious. Other platforms include VRChat, Altspace, Decentraland, and Somnium Space, among many others.
Another trendy thing to do in metaverse-speak is talk about how games like Fortnite and Roblox are fledgling metaverse experiences (which is true). On the surface, they come masked as games, but underneath they are spatial environments where people meet up and increasingly go to Travis Scott or Lil Nas X concerts.
The ultimate vision of the metaverse is that all of these experiences (Beyond Sports, Pokmon Go, Fortnite, Roblox) will become an interconnected network of virtual environmentsin other words, the internet, but for experiencing stuff.
My own journey into all this started several years ago on a platform called Sansar, originally launched by the same company behind Second Life. Here, my friend Sam is showing me around a space built by one of their users; Fnatic (one of the biggest eSports teams in the world). Im in a VR headset at home in San Francisco while Sam is in Los Angeles:
What struck me is that I was walking around with Sam inside the internet. Also, here was a retail e-commerce site to buy clothes online. Just like the world wide web must have struck CEOs in the mid-90s as an oddity that may (or may not) be relevant for their business, todays CEOs are probably scratching their heads observing all this metaverse noise.
I will say that just as most companies today have a website, at some point most companies will have a 3D virtual environment of some kind.
With spatial computing, game engines, and virtual environments like these, were closing the gap between experiences you have in real life (going to a concert, hanging out with friends, etc.) and experiences mediated by a computer online. This is what concepts like Ready Player One (a book by Ernest Cline adapted into a film by Steven Spielberg) are pointing toward.
And here we get our next helpful description of the metaverse:
To tie it all back together the metaverse is the internet, but also a spatial (and often 3D), game-engine-driven collection of virtual environments.
And just as todays internet has absorbed vast portions of our economic activity, tomorrows metaverse will consist of massiveoh no, please not NFTshere it comes
One of my favorite statistics is that Second Life still supports an annual economy worth roughly $500 million (that number has grown during the pandemic). The GDP of Second Life is larger than the economies of some real-world countries.
Fortnite, a game that doesnt cost a penny to play, still earned $9 billion in 2018 and 2019. How? They sell in-game stuff for players to express themselves in a variety of ways including virtual clothing, dance moves, and other items. In some ways the metaverse is just a giant virtual fashion industry.
If that sounds silly or weird, just think about how someone carefully plans what clothes to wear or what profile picture to use on LinkedIn. We care about how we express ourselves in the world. If were going to spend an increased portion of our time online, its not so silly to expect people will want to buy expensive Gucci bags to carry around Roblox.
So where do NFTs fit into all of this? Among other uses, NFTs offer the infrastructure to let people take custody of this virtual stuff.
I hate to do this, but its worth taking one giant step back to unpack what an NFT actually is.
The first thing to note is that NFTs run on blockchains. A blockchain is really just a fancy Excel spreadsheet that keeps track of who owns what (like what a bank does to keep track of who owns what money). Today, we rely on centralized authorities like banks to keep track of how much money is in which accounts as cash is shuffled between people and businesses. The idea behind a blockchain is that everyone just gets a copy of the same spreadsheet, and the big deal/breakthrough is that through complicated cryptography (which is where the crypto in cryptocurrency comes from) all those spreadsheets communicate and agree about which transactions are legitimate.
No more needing central trusted authorities. No way to hack, change, or mess around with what the spreadsheet says.
NFT stands for non-fungible token. The key word is fungible which just means you can exchange something for an equivalent version, and it will be equally valuable (bitcoin is fungible because it doesnt matter which bitcoin you have they are all equally valuable). Non-fungible is the opposite: each item is unique. This is why were seeing a lot of digital art being bought and sold using NFTs. NFTs use blockchains to determine who owns what.
This shift toward a decentralized way of managing life online is called Web3 (a word youll hear more and more and is worth getting to know).
Lets use a real example. Maybe you saw the front page of The Wall Street Journal this summer when an NFT for a digital image sold for $69 million.
Let me save you $69 million and share the link where that images file lives online. You can save it to your computer, and now you also own the file. Right? Well, kind of, but not in the sense everyone cares about.
Most media coverage doesnt explain this, but most NFTs are not the thing itself; in this case the JPEG file. The NFT is the token associated with the metadata that points at the thing. Heres the metadata for that NFT, by the way. There is something called an on-chain NFT, but we wont go there.
The reason NFTs and the metaverse are conflated so often is that theres an expectation that they may power these virtual economies by acting as the infrastructure mediating the exchange of information and assets online.
To be clear, this is not yet a universally agreed upon idea. Second Life, Fortnite, and plenty of other platforms have been doing just fine without NFTs. But one reason NFT/crypto is one of the noisiest places on the internet is because its fast-paced, novel, and supported by an absurd amount of money.
I dont mean that in a negative way; but this area is the unmapped, build-it-as-we-go, unsettled frontier of life online. There are some fascinating projects at the front end of this, but whether NFTs do or dont power some dematerialized system of capitalism misses the point that NFTs are likely more important than just owning stuff.
Now we can tie together everything weve learned about the metaverse and review a recent scene from an online event to explore the way NFTs might play a role.
Here is the Metaverse Festival (yes, a real thing) that was headlined by performances from global stars like Deadmau5. It happened in the browser-based Decentraland (a spatial, game-engine-driven, virtual environment).
Its Friday night, and you head to the nightlife district of Decentraland (a plot of land which is an NFT). To get in you must be of age. You carry an identity token (which could be an NFT), to verify your eligibility for entrance.
You notice someone wearing a hoodie (an NFT) from RTFKT, a virtual apparel company recently acquired by Nike. Those are expensive, Im told.
Its free to enter, because the event is sponsored by Kraken, who wants to be the cryptobank of the metaverse. By attending, youre issued whats called a proof of attendance protocol token, or POAP (that is an NFT).
Later, when you sign up at Kraken, they offer a discount to those who can show, with that token, they attended the event.
Metaverse or no metaverse, as John Palmer explains, NFTs mean the internet becomes a place where everyone has an inventory. Earlier we mentioned the metaverse is an interconnected collection of experiences, and if thats the case, you might want to carry your single identity, history, and inventory of assets around with you. If that sounds familiar its basically giving users back their own cookies and personal data from big companies. I dont want to go there; but its why a lot of people are worried about Facebook/Meta building a centralized metaverse instead of one that is open and decentralized.
Ive gone way down an NFT rabbit hole here, but its worth stitching together the spatial computing/virtual world developments with whats been happening in crypto/Web3. When I started this research seven-ish years ago, crypto people were far away and somewhere else. Today, I now have to explore Web3 stuff too, since these areas are merging.
If youre still herethank youyou might still be wondering: So, what? How does any of this meaningfully improve anything about the world, or even the internet? How is any of this better than what we have today? Honestly, fair point.
Lots of people will have points of view, and I wont advocate one perspective or another. But I do have a personal anecdote.
At the start of my MBA program, the UK government had implemented a rule that no more than six people could be together indoors. For 300 zero-chill/connect on LinkedIn business students, thats a tough start to the year.
We even tried a full Zoom call with all of us.
My classmates will remember me as that kid who threw some weird internet house party using a platform called High Fidelity. It employs spatial audio, so you only hear the people clumped around you. It took some getting used to but was a reasonable way to get 150 of us, as basic 2D avatars, moving around in a shared online space.
What the metaverse enables, through dimensional space, is a way to replicate some but not all natural human behaviors, which you cant replicate in existing online spaces such as Slack, Discord, or Zoom. There are times you want the magical chaos of unplanned social interaction mediated by personal space.
In the professional world, Im endlessly fascinated by this company which runs a 60,000-person organization from inside a virtual world built in Unity. The founder of that software company tells me that when you have to actually walk your avatar from meeting to meeting, theres opportunities for chance encounters youd never get jumping from Zoom to Zoom.
Ive also used that same software to run learning programs, and likewise, there are moving around the room type learning activities I could never run using Zoom.
Additionally, the metaverse might grow to become a more intuitive internet. Just like spatial computing interfaces are easier to use, websites may become like walking into physical stores, something our brains and bodies might better understand.
But it goes without saying, we wont replace real-world experiences nor should we want to. We also wont stop using todays platforms, like video-conferencing. The metaverse is just the evolutionary next stage of the internet, and offers a new suite of communication tools that will be more helpful for some things and less for others.
To conclude: this is all a long-winded way of saying the metaverse is the internet. But spatial. And built with game engines. And probably NFTs. And who knows where that takes us
This article is republished with permission from the authors Medium page. Read the original article.
Image Credit: The first selfie the author ever took as an avatar.
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What Is the Metaverse? A Beginner's Guide to Tech's Latest Obsession - Singularity Hub
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String theory fuzzballs resolve famous black hole paradox – Advanced Science News
Posted: at 5:06 am
Scientists have turned to string theory to better understand black holes, proposing they can be modeled as "fuzzballs" made up of interacting strings.
Black holes are among the most mysterious objects in the universe. For more than a century, physicists have used Einsteins theory of general relativity to describe them, treating gravity as a deformation of spacetime created by the energy and momentum of particles and fields.
In this theory, a black hole, is considered an infinitely dense point called a singularity, which is surrounded by a spherical surface known as an event horizon or just a horizon for short with empty space existing between them. The gravity in the region beneath the horizon is so strong that no particles or waves can escape it and are doomed to fall into the singularity.
In this theory, black holes are characterized by only three parameters: mass, electric charge, and angular momentum encoding its rotational properties. However, this contradicts a quantum mechanical principle called a unitarity of time evolution, which states that the information must not be lost during the time development of a physical system.
Black holes are formed from huge amounts of matter consisting of an enormous number of particles that each have their own set of physical parameters. If the classical description of black holes is correct, then the information about the matter used to create them has definitely been lost given the simplicity of the that description implied by the no hair theorem. This is known as the black hole information loss paradox.
A group of American physicists led by Samir Mathur from Ohio State University has sought to resolve the paradox in a new paper published in the Turkish Journal of Physics. They propose replacing the convenient general relativistic picture of black holes as empty space with all its mass located in its center, with a ball-shaped mess of interacting strings called fuzzballs.
These hypothetical objects have neither a horizon nor a singularity, and sizes similar to those of same-mass black holes. This concept of a black hole fuzzball is based on string theory, a modern theory whose central postulate is that elementary particles, which are often considered as being point-like, are actually tiny vibrating strings with different oscillation modes that correspond to different types of particles. These string theory fuzzballs are characterized not by three numbers, but by a huge number of parameters composed of all the strings they are made up of, resolving the information loss paradox.
Black hole fuzzballs also help rectify another paradox in black hole physics. In the 1970s, Stephen Hawking analyzed the electromagnetic field in the vicinity of a horizon and predicted that black holes radiate photons in a similar way as heated bodies, such as stars or pieces of burning coal.
The mechanism of this hypothetical radiation emitted by a black hole results from the creation of photons in the vacuum outside its horizon due to quantum effects. Some of these particles cross the horizon and fall to the singularity, whereas others manage to escape the black holes gravitational field and travel away. In principle, they can be observed in the same way we see the light emitted by the Sun and other hot bodies. This radiation is known as Hawking radiation and has yet to be detected as its energy is so low that it exceeds the sensitivity of current instruments.
The difference between Hawking radiation from black holes and electromagnetic wave emissions from heated bodies like stars, for example, is that in the latter, the photons are generated by interacting elementary particles, and not in the vacuum.
Because of this peculiarity in how black hole radiation is generated, the photons emitted during a black holes lifespan, would have an entropy that is too large for the process to be consistent with the general principles of quantum mechanics, which demand this entropy to be smaller than the entropy of the black hole.
In order to solve this paradox, physicists have considered something called a wormhole paradigm, which, requires that both the photons that escape the black holes gravitational field as well as particles that fall into it should be considered when accounting for entropy. If one defines the Hawking radiation as a union of these two sets of particles, then the quantum mechanical correlations between them reduces the entropy of the black holes radiation, resolving the paradox.
But the Ohio State researchers analysis suggests that all realizations of this paradigm lead either to non-physical, larger-than-one probabilities of certain phenomena the aforementioned violation of unitarity or to a violation of the original Hawking proposal that black holes radiate like heated bodies. Instead, Mathur and his colleagues found these issues dont arise if black holes are considered not as objects with a singularity and a horizon, but as string theory fuzzballs with radiation produced by the interacting strings.
While the theory might work on paper, detecting this low-energy radiation is another challenge. It has been predicted that the interaction between the black holes gravitational waves and the fuzzballs surface would leave an imprint in its spectrum. Many scientists hope to be able to register such a subtle change with next generation Earth-based and space-based gravitational observatories, allowing them to determine if the fuzzballs are real or not.
Reference: Bin Guo, et al., Contrasting the fuzzball and wormhole paradigms for black holes, Turkish Journal of Physics (2021), arXiv:2111.05295
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String theory fuzzballs resolve famous black hole paradox - Advanced Science News
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