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This new species will coexist peacefully with humans, one Turing Award winner says…


Robots’ potential to take over the world is a commonly expressed fear in the world of AI, but at least one Turing Award winner doesn’t see it happening that way. Rather than replacing mankind, technology will create a new kind of human that will coexist with its predecessors while taking advantage of new tech-enabled tools.

So argued Raj Reddy, former founding director of Carnegie Mellon University’s Robotics Institute and 1994 winner of the Turing Award, at the Heidelberg Laureate Forum in Germany last week.

“I could not have predicted much of what has happened in AI,” Reddy told an audience of journalists at a press conference. “Four or five things happened in AI in the last decade that I didn’t think would happen in my lifetime,” including achievements in language translation and AI’s triumph at the game of Go.

Seems like we’ve been waiting forever for the big showdown between Team USA and Japan. We’re seemingly no closer at the moment, but at least the team at MegaBots can offer a bit of good old-fashioned destruction to tide us over before the massive machines go toe-to-toe.

In the premier of its new web series (the trailer for which was shown off at Disrupt the other week), the team behind the fighting robot startup league go to town on their own robot, the $200,000 Mk. II.

In order to stress test the six-ton bot’s protective casing, the team shoots it with its own gun and gives it several whacks with a wrecking ball. At the risk of spoiling the seven-and-a-half minute long video, it turns out it’s really tough to knock over a 15-foot-tall fighting robot.

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This video realized by the AI Lab of SoftBank Robotics shows how Pepper robot learns to play the ball-in-a-cup game (“bilboquet” in French). The movement is first demonstrated to the robot by guiding its arm.

From there, Pepper has to improve its performance through trial-and-error learning. Even though the initial demonstration does not land the ball in the cup, Pepper can still learn to play the game successfully.

The movement is represented as a so-called dynamic movement primitive and optimized using an evolutionary algorithm. Our implementation uses the freely available software library dmpbbo: https://github.com/stulp/dmpbbo.

After 100 trials, Pepper has successfully optimized its behavior and is able to repeatedly land the ball in the cup.

The paradox of Schrödinger’s cat—in which a quantum cat is both alive and dead at the same time until we check to see which state it’s in—is arguably the most famous example of the bizarre counter-intuitive nature of the quantum world. Now, Stanford physicists have exploited this feature weirdness to make highly detailed movies of the inner machinery of simple iodine molecules.

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As you’ve probably heard, there’s a live-action version of the classic manga The Ghost in the Shell with Scarlett Johansson coming next year, and now the first teasers have arrived.

The spots, which initially aired during tonight’s Mr. Robot season finale, are glitchy and weird; impressionistic moments rather than traditional teasers. (As somebody that grew up on ‘90s visions of our inevitable cyberpunk future, it’s an aesthetic I happen to personally enjoy. The only shame is that Ralph Fiennes isn’t around to sling some black market MiniDisc memories.)

Of course, stylized teasers can’t erase the one thing that has undeniably defined the new version of Ghost in the Shell thus far: its casting controversy. When it was first announced that Scarlett Johansson would be starring in the film, there was concern among fans that a white actor was taking the lead role in a story that is considered quintessentially Japanese. When the first still photo from the film showing Johansson appeared, the concerns over the film’s whitewashing only intensified.

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Arrival is the kind of science fiction film we dream of. It’s got big stars, a bigger concept, and the longer it goes, the more it demands of its audience. The pacing is methodical, the story captivating, and filmmaking beautiful. You rarely have a clue where it’s going—but once it gets there, you won’t be able to get it out of your head.

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Given the demands of the modern world, many people find solace and relaxation when they disconnect from their smart phones, computers and email. But what if you could improve your overall happiness simply by playing games on your phone? In a recent interview, tech entrepreneur and co-founder of Happify Ofer Leidner said gamification can make people “happier”, and that the development of technology that improves well-being is only just getting beginning.

Image credit: x-bility.com
Image credit: x-bility.com

It should be noted that not just any game on your phone can help one live a happier, healthier life. Instead, Happify and other comparable platforms use science-based games to drive behavior and to help people learn skills for generally improving their outlook on life. It’s still gaming and gamification, but gaming done with a meaningful purpose.

“After telling us a little bit about themselves, we recommend a certain track, which is a topic around which (Happify users) want to build those skills for greater emotional fitness. We then prescribe for them a set of activities and interventions that have been transformed into an interactive app,” Leidner said. “You can do them on your phone, when you’re commuting, or you can do it at night. What we’re doing, in terms of the measurement of improved outcome, is we’re actually measuring them based on scientific event reports.”

Leidner said that Happify and other apps like it aren’t inventing the science, but rather translating existing interventions, studies, and research; this data suggests that an overall happiness index is determined by one’s ability to experience positive emotions and overall life satisfaction. While that may seem like a nebulous target, he said there’s plenty of research to back it up.

In addition to the behavioral science aspect of gamification technology, Leidner also cites evidence of its efficacy in a neuroscientific approach. Seeing the notable changes in functional MRI brain scans as a result of gamification-driven behavior is what led him to make applications that could engage and benefit society on a grander scale.

Leidner acknowledges that happiness is a charged term that can mean many things to different people. But in a world with both objective and self-reported measurements, it’s what the user does with the feedback from those gaming measurements that will make the difference. “To give you a simple example, you will not be able to be happy if you’re sleep deprived. It doesn’t matter. Sleep deprivation is the number one technique to make you unhappy,” Leidner said. “I think the important thing is not just to measure, but what do you do with the measurements.”

Looking to the future, Leidner sees more gamification-driven applications and hardware on the horizon that will help people learn to live happier, healthier lives, including existing health applications like HealthKeep. Future app technologies will likely also collaborate with sensors in your body to help calibrate self-reported information (like mental state) with objective physical measurements, in turn improving recommended activities and better tailoring apps to enhance an individual user’s happiness and well-being.

Beyond that, Leidner also predicts that augmented and virtual reality will play a big role in improving people’s lives in the future. Such technologies, he said, will help people escape from their lives and emotions while helping them learn how to use more of their “mindfulness muscle”.

“There is a theme that says technology is not the way. If you want to live well and live happier lives, disconnect from technology, shut down your devices,” Leidner said. “We’re basically saying, ‘We’re not gonna’ shut down our devices. We’re just gonna’ turn the focus to apps and technology and services that help us create more meaningful lives. Augmented reality can play a very important role (in that) I think.” As with anything else, our new apps are a tool, one that can be used for ill or for good; eliminating this technology from our lives may not be realistic, but choosing how we use these technologies is within every free person’s realm of personal choice.