439 research outputs found

    Is Consciousness First in Virtual Reality?

    Full text link
    The prevailing scientific paradigm is that matter is primary and everything, including consciousness can be derived from the laws governing matter. Although the scientific explanation of consciousness on these lines has not been realized, in this view it is only a matter of time before consciousness will be explained through neurobiological activity in the brain, and nothing else. There is an alternative view that holds that it is fundamentally impossible to explain how subjectivity can arise solely out of material processes-the hard problem of consciousness-and instead consciousness should be regarded in itself as a primary force in nature. This view attempts to derive, for example, the laws of physics from models of consciousness, instead of the other way around. While as scientists we can understand and have an intuition for the first paradigm, it is very difficult to understand what consciousness is primary might mean since it has no intuitive scientific grounding. Here we show that worlds experienced through virtual reality (VR) are such that consciousness is a first order phenomenon. We discuss the Interface Theory of Perception which claims that in physical reality perceptions are not veridical and that we do not see the truth but that perception is based on evolutionary payoffs. We show that this theory may provide an accurate description of perception and consciousness within VR, and we put forward an experimental study that could throw light on this. We conclude that VR does offer an experimental frame that provides intuition with respect to the idea that consciousness is first and what this might mean regarding the perceived world. However, we do not draw any conclusions about the veracity of this notion with respect to physical reality or question the emergence of consciousness from brain function

    Bio-Inspired Robotics

    Get PDF
    Modern robotic technologies have enabled robots to operate in a variety of unstructured and dynamically-changing environments, in addition to traditional structured environments. Robots have, thus, become an important element in our everyday lives. One key approach to develop such intelligent and autonomous robots is to draw inspiration from biological systems. Biological structure, mechanisms, and underlying principles have the potential to provide new ideas to support the improvement of conventional robotic designs and control. Such biological principles usually originate from animal or even plant models, for robots, which can sense, think, walk, swim, crawl, jump or even fly. Thus, it is believed that these bio-inspired methods are becoming increasingly important in the face of complex applications. Bio-inspired robotics is leading to the study of innovative structures and computing with sensory–motor coordination and learning to achieve intelligence, flexibility, stability, and adaptation for emergent robotic applications, such as manipulation, learning, and control. This Special Issue invites original papers of innovative ideas and concepts, new discoveries and improvements, and novel applications and business models relevant to the selected topics of ``Bio-Inspired Robotics''. Bio-Inspired Robotics is a broad topic and an ongoing expanding field. This Special Issue collates 30 papers that address some of the important challenges and opportunities in this broad and expanding field

    Creative Machine

    Get PDF
    Curators: William Latham, Atau Tanaka and Frederic Fol Leymarie A major exhibition exploring the twilight world of human/machine creativity, including installations, video and computer art, Artificial Intelligence, robotics and Apps by leading artists from Goldsmiths and international artists by invitation. The vision for organising the Creative Machine Exhibition is to show exciting works by key international artists, Goldsmiths staff and selected students who use original software and hardware development in the creative production of their work. The range of work on show, which could be broadly termed Computer Art, includes mechanical drawing devices, kinetic sculpture driven by fuzzy logic, images produced using machine learning, simulated cellular growth forms and the self-generating works using automated aesthetics, VR, 3D printing, and social telephony networks. Traditionally, Computer Art has held a maverick position on the edge of mainstream contemporary culture with its origins in Russian Constructivist Art, biological systems, “geeky” software conferences, rave / techno music and indie computer games. These artists have defined their own channels for exhibiting their work and organised conferences and at times been entrepreneurial at building collaborations with industry at both a corporate and startup level (with the early computer artists in the 1970s and 1980s needing to work with computer corporations to get access to computers). Alongside this, interactive media art drew upon McLuhan’s notion of technology as extensions of the human to create participatory, interactive artworks by making use of novel interface technology that has been developed since the 1980s. However, with new techniques such as 3D printing, the massive spread of sophisticated sensors in consumer devices like smartphones, and the use of robotics by artists, digital art would appear to have an opportunity to come more to the fore in public consciousness. This exhibition is timely in that it coincides with an apparent wider growth of public interest in digital art, as shown by the Digital Revolution exhibition at the Barbican, London and the recent emergence of commercial galleries such as Bitforms in New York and Carroll / Fletcher in London, which, acquire and show technology-based art. The Creative Machine exhibition is the first event to make use of Goldsmiths’ new Sonics Immersive Media Lab (SIML) Chamber. This advanced surround audiovisual projection space is a key part of the St James-Hatcham refurbishment. The facility was funded by capital funding from the Engineering & Physical Sciences Research Council (EPSRC) and Goldsmiths, as well as research funding from the European Research Council (ERC). This is connected respectively to the Intelligent Games/Game Intelligence (IGGI) Centre for Doctoral Training, and Atau Tanaka’s MetaGesture Music (MGM) ERC grant. The space was built by the SONICS, a cross-departmental research special interest group at Goldsmiths that brings together the departments of Computing, Music, Media & Communications, Sociology, Visual Cultures, and Cultural Studies. It was designed in consultation with the San Francisco-based curator, Naut Humon, to be compatible with the Cinechamber system there. During Creative Machines, we shall see, in the SIML space, multiscreen screenings of work by Yoichiro Kawaguchi, Naoko Tosa, and Vesna Petresin, as well as a new immersive media work by IGGI researcher Memo Akten

    Realization of Performance Advancements for WPI\u27s UGV - Prometheus

    Get PDF
    The objective of this project is to design and implement performance improvements for WPI\u27s intelligent ground vehicle, Prometheus, leading to a more competitive entry at the Intelligent Ground Vehicle Competition. Performance enhancements implemented by the project team include a new upper chassis design, a reconfigurable camera mount, extended Kalman filter-based localization with a GPS receiver and a compass module, a lane detection algorithm, and a modular software framework. As a result, Prometheus has improved autonomy, accessibility, robustness, reliability, and usability

    Proceedings of the 2021 DigitalFUTURES

    Get PDF
    This open access book is a compilation of selected papers from 2021 DigitalFUTURES—The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021). The work focuses on novel techniques for computational design and robotic fabrication. The contents make valuable contributions to academic researchers, designers, and engineers in the industry. As well, readers encounter new ideas about understanding material intelligence in architecture

    Advanced Knowledge Application in Practice

    Get PDF
    The integration and interdependency of the world economy leads towards the creation of a global market that offers more opportunities, but is also more complex and competitive than ever before. Therefore widespread research activity is necessary if one is to remain successful on the market. This book is the result of research and development activities from a number of researchers worldwide, covering concrete fields of research

    Design and semantics of form and movement

    Get PDF
    Contemporary cognitive science and neuroscience offer us some rather precise insights into the mechanisms that are responsible for certain body movements. In this paper, we argue that this knowledge may be highly relevant to the design of meaningful movement and behavior, both from a theoretical and practical point of view. Taking the example of a leech, we investigate and identify the basic principles of "embodied movement" that govern the motion of this simple creature, and argue that the development and adoption of a design methodology that incorporates these principles right from the start, may be the best way forward, if one wants to realize and design movements with certain desirable characteristics

    the bridge, Volume 16, 2019

    Get PDF
    Editor-in-Chief: Mialise Carney and Alex Everette Design: John Davey, Cover Artist Seth Jefferson Lindsey MacMurdo, Photography Editor Hailey Mulvey Editors: Sydney Cabral John Cahill Jake Camara Kellie Delaney Erica Devonish Gabriel Hazeldine Katie McPherson Ian Mello Erin Ryan Becca Todd Hannah White John Wilson Faculty Advisor: Evan Dardano Graduate Assistant: Jill Boger Consultant: Cady Parker, Designhttps://vc.bridgew.edu/the_bridge/1592/thumbnail.jp

    A Holistic Approach to Energy Harvesting for Indoor Robots:Theoretical Framework and Experimental Validations

    Get PDF
    Service robotics is a fast expanding market. Inside households, domestic robots can now accomplish numerous tasks, such as floor cleaning, surveillance, or remote presence. Their sales have considerably increased over the past years. Whereas 1.05 million domestic service robots were reportedly sold in 2009, at least 2.7 million units were sold in 2013. Consequently, this growth gives rise to an increase of the energy needs to power such a large and growing fleet of robots. However, the unique properties of mobile robots open some new fields of research. We must find technologies that are suitable for decreasing the energy requirements and thus further advance towards a sustainable development. This thesis tackles two fundamental goals based on a holistic approach of the global problem. The first goal is to reduce the energy needs by identifying key technologies in making energy-efficient robots. The second goal is to leverage innovative indoor energy sources to increase the ratio of renewable energies scavenged from the environment. To achieve our first goal, new energy-wise metrics are applied to real robotic hardware. This gives us the means to assess the impact of some technologies on the overall energy balance. First, we analysed seven robotic vacuum cleaners from a representative sample of the market that encompasses a wide variety of technologies. Simultaneous Localisation and Mapping (SLAM) was identified as a key technology to reduce energy needs when carrying out such tasks. Even if the instantaneous power is slightly increased, the completion time of the task is greatly reduced. We also analysed the needed sensors to achieve SLAM, as they are largely diversified. This work tested three sensors using three different technologies. We identified several important metrics. As of our second goal, potential energy sources are compared to the needs of an indoor robot. The sunshine coming through a building's apertures is identified as a promising source of renewable power. Numerical simulations showed how a mobile robot is mandatory to take full advantage of this previously unseen situation, as well as the influence of the geometric parameters on the yearly energy income under ideal sunny conditions. When considering a real system, the major difficulty to overcome is the tracking of the sunbeam along the day. The proposed algorithm uses a hybrid method. A high-level cognitive approach is responsible for the initial placement. Following realignments during the day are performed by a low-level reactive behaviour. A solar harvesting module was developed for our research robot. The tests conducted inside a controlled environment demonstrate the feasibility of this concept and the good performances of the aforementioned algorithm. Based on a realistic scenario and weather conditions, we computed that between 1 and 14 days of recharge could be necessary for a single cleaning task. In the future, our innovative technology could greatly lower the energy needs of service robots. However, it is not completely possible to abandon the recharge station due to occasional bad weather. The acceptance of this technology inside the user's home ecosystem remains to be studied
    • …
    corecore