Wi-Fi signals are typically information carriers between a transmitter
and a receiver. In this paper, we show that Wi-Fi can also
extend our senses, enabling us to see moving objects through walls
and behind closed doors. In particular, we can use such signals to
identify the number of people in a closed room and their relative
locations. We can also identify simple gestures made behind a wall,
and combine a sequence of gestures to communicate messages to
a wireless receiver without carrying any transmitting device. The
paper introduces two main innovations. First, it shows how one can
use MIMO interference nulling to eliminate reflections off static
objects and focus the receiver on a moving target. Second, it shows
how one can track a human by treating the motion of a human body
as an antenna array and tracking the resulting RF beam. We demonstrate
the validity of our design by building.
Abstract: In fine art, especially painting, humans have mastered the skill to create unique visual experiences through composing a complex interplay between the content and style of an image. Thus far the algorithmic basis of this process is unknown and there exists no artificial system with similar capabilities. However, in other key areas of visual perception such as object and face recognition near-human performance was recently demonstrated by a class of biologically inspired vision models called Deep Neural Networks. Here we introduce an artificial system based on a Deep Neural Network that creates artistic images of high perceptual quality. The system uses neural representations to separate and recombine content and style of arbitrary images, providing a neural algorithm for the creation of artistic images. Moreover, in light of the striking similarities between performance-optimised artificial neural networks and biological vision, our work offers a path forward to an algorithmic understanding of how humans create and perceive artistic imagery.
Antoine Cully, Jeff Clune, Danesh Tarapore, Jean-Baptiste Mouret, Robots that can adapt like animals, Nature, 2015.
Abstract: Robots have transformed many industries, most notably manufacturing, and have the power to deliver tremendous benefits to society, such as in search and rescue, disaster response, health care and transportation. They are also invaluable tools for scientific exploration in environments inaccessible to humans, from distant planets to deep oceans. A major obstacle to their widespread adoption in more complex environments outside factories is their fragility. Whereas animals can quickly adapt to injuries, current robots cannot ‘think outside the box’ to find a compensatory behaviour when they are damaged: they are limited to their pre-specified self-sensing abilities, can diagnose only anticipated failure modes and require a pre-programmed contingency plan for every type of potential damage, an impracticality for complex robots. A promising approach to reducing robot fragility involves having robots learn appropriate behaviours in response to damage, 11, but current techniques are slow even with small, constrained search spaces. Here we introduce an intelligent trial-and-error algorithm that allows robots to adapt to damage in less than two minutes in large search spaces without requiring self-diagnosis or pre-specified contingency plans. Before the robot is deployed, it uses a novel technique to create a detailed map of the space of high-performing behaviours. This map represents the robot’s prior knowledge about what behaviours it can perform and their value. When the robot is damaged, it uses this prior knowledge to guide a trial-and-error learning algorithm that conducts intelligent experiments to rapidly discover a behaviour that compensates for the damage. Experiments reveal successful adaptations for a legged robot injured in five different ways, including damaged, broken, and missing legs, and for a robotic arm with joints broken in 14 different ways. This new algorithm will enable more robust, effective, autonomous robots, and may shed light on the principles that animals use to adapt to injury.
A recent article in "Communications of the ACM" that sketches the impact of different areas of Computer Science in community, with statistics over recent years.
Some computer science researchers believe different subareas within CS follow different publishing practices, so applying a single production criterion would be unfair to some areas. It is reasonable to believe the subarea of, say, theory follows different publishing practices from...
Motion planning for unmanned ground vehicles (UGV) constitutes a domain of research where several disciplines meet, ranging from artificial intelligence and machine learning to robot perception and computer vision. In view of the plurality of related applications such as planetary exploration, search and rescue, agriculture, mining and off road exploration, the aim of the present survey is to review the field of 3D terrain traversability analysis that is employed at a preceding stage as a means to effectively and efficiently guide the task of motion planning. We identify that in the epicenter of all related methodologies, 3D terrain information is used which is acquired from LIDAR, stereo range data, color or other sensory data and occasionally combined with static or dynamic vehicle models expressing the interaction of the vehicle with the terrain. By taxonomizing the various directions that have been explored in terrain perception and analysis, this review takes a step toward agglomerating the dispersed contributions from individual domains by elaborating on a number of key similarities as well as differences, in order to stimulate research in addressing the open challenges and inspire future developments.