How Artificial Intelligence Will Change the Future of Marketing
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The Robot Revolution Has Arrived
The robotics revolution is here, and it's changing how we live https://www.nationalgeographic.com/magazine/2020/09/the-r... https://www.nationalgeographic.com/magazine/2020/09/the-robot-revolution-has-arrived-feature.html © 1996-2015 National Geographic Society, © 2015- 2020 National Geographic Partners, LLC. All rights reserved MAGAZINE The robot revolution has arrived Machines now perform all sorts of tasks: They clean big stores, patrol borders, and help autistic children. But will they make life better for humans? B Y DAVID BERREBY PHOTOGRAPHS BY SPENCER LOWELL P U B L I S H E D AUGUST 18, 2020 This story appears in the September 2020 issue of National Geographic magazine. If you’re like most people, you’ve probably never met a robot. But you will. I met one on a windy, bright day last January, on the short-grass prairie near Colorado’s border with Kansas, in the company of a rail-thin 31-year-old from San Francisco named Noah Ready-Campbell. To the south, wind turbines stretched to the horizon in uneven ranks, like a silent army of gleaming three-armed giants. In front of me was a hole that would become the foundation for another one. A Caterpillar 336 excavator was digging that hole—62 feet in diameter, with walls that slope up at a 34-degree angle, and a floor 10 feet deep and almost perfectly level. The Cat piled the dug-up earth on a spot where it wouldn’t get in the way; it would start a new pile when necessary. -
Artificial Intelligence and Big Data – Innovation Landscape Brief
ARTIFICIAL INTELLIGENCE AND BIG DATA INNOVATION LANDSCAPE BRIEF © IRENA 2019 Unless otherwise stated, material in this publication may be freely used, shared, copied, reproduced, printed and/or stored, provided that appropriate acknowledgement is given of IRENA as the source and copyright holder. Material in this publication that is attributed to third parties may be subject to separate terms of use and restrictions, and appropriate permissions from these third parties may need to be secured before any use of such material. ISBN 978-92-9260-143-0 Citation: IRENA (2019), Innovation landscape brief: Artificial intelligence and big data, International Renewable Energy Agency, Abu Dhabi. ACKNOWLEDGEMENTS This report was prepared by the Innovation team at IRENA’s Innovation and Technology Centre (IITC) with text authored by Sean Ratka, Arina Anisie, Francisco Boshell and Elena Ocenic. This report benefited from the input and review of experts: Marc Peters (IBM), Neil Hughes (EPRI), Stephen Marland (National Grid), Stephen Woodhouse (Pöyry), Luiz Barroso (PSR) and Dongxia Zhang (SGCC), along with Emanuele Taibi, Nadeem Goussous, Javier Sesma and Paul Komor (IRENA). Report available online: www.irena.org/publications For questions or to provide feedback: [email protected] DISCLAIMER This publication and the material herein are provided “as is”. All reasonable precautions have been taken by IRENA to verify the reliability of the material in this publication. However, neither IRENA nor any of its officials, agents, data or other third- party content providers provides a warranty of any kind, either expressed or implied, and they accept no responsibility or liability for any consequence of use of the publication or material herein. -
Bossa Nova Robotics Holding Corp. Form D Filed 2016-08-26
SECURITIES AND EXCHANGE COMMISSION FORM D Official notice of an offering of securities that is made without registration under the Securities Act in reliance on an exemption provided by Regulation D and Section 4(6) under the Act. Filing Date: 2016-08-26 SEC Accession No. 0001650040-16-000002 (HTML Version on secdatabase.com) FILER Bossa Nova Robotics Holding Corp. Mailing Address Business Address 2325 3RD STREET, SUITE 2325 3RD STREET, SUITE CIK:1650040| IRS No.: 274496716 | State of Incorp.:DE | Fiscal Year End: 1231 329 329 Type: D | Act: 33 | File No.: 021-269605 | Film No.: 161852981 SAN FRANCISCO CA 94107 SAN FRANCISCO CA 94107 415-878-1812 Copyright © 2016 www.secdatabase.com. All Rights Reserved. Please Consider the Environment Before Printing This Document UNITED STATES SECURITIES AND EXCHANGE COMMISSION OMB APPROVAL OMB Number: 3235-0076 Washington, D.C. 20549 June 30, Expires: FORM D 2012 Estimated average burden hours per 4.00 Notice of Exempt Offering of Securities response: 1. Issuer's Identity CIK (Filer ID Number) Previous Name(s) ☐ None Entity Type 0001650040 Bossa Nova Concepts LLC ☒Corporation Name of Issuer ☐ Limited Partnership Bossa Nova Robotics Holding Corp. ☐ Limited Liability Company Jurisdiction of Incorporation/ Organization ☐ General Partnership DELAWARE ☐ Business Trust Year of Incorporation/Organization ☐Other ☒ Over Five Years Ago ☐ Within Last Five Years (Specify Year) ☐ Yet to Be Formed 2. Principal Place of Business and Contact Information Name of Issuer Bossa Nova Robotics Holding Corp. Street Address 1 Street Address 2 2325 3RD STREET, SUITE 329 City State/Province/Country ZIP/Postal Code Phone No. of Issuer SAN FRANCISCO CALIFORNIA 94107 415-878-1812 3. -
Machine Theory of Mind
Machine Theory of Mind Neil C. Rabinowitz∗ Frank Perbet H. Francis Song DeepMind DeepMind DeepMind [email protected] [email protected] [email protected] Chiyuan Zhang S. M. Ali Eslami Matthew Botvinick Google Brain DeepMind DeepMind [email protected] [email protected] [email protected] Abstract 1. Introduction Theory of mind (ToM; Premack & Woodruff, For all the excitement surrounding deep learning and deep 1978) broadly refers to humans’ ability to rep- reinforcement learning at present, there is a concern from resent the mental states of others, including their some quarters that our understanding of these systems is desires, beliefs, and intentions. We propose to lagging behind. Neural networks are regularly described train a machine to build such models too. We de- as opaque, uninterpretable black-boxes. Even if we have sign a Theory of Mind neural network – a ToM- a complete description of their weights, it’s hard to get a net – which uses meta-learning to build models handle on what patterns they’re exploiting, and where they of the agents it encounters, from observations might go wrong. As artificial agents enter the human world, of their behaviour alone. Through this process, the demand that we be able to understand them is growing it acquires a strong prior model for agents’ be- louder. haviour, as well as the ability to bootstrap to Let us stop and ask: what does it actually mean to “un- richer predictions about agents’ characteristics derstand” another agent? As humans, we face this chal- and mental states using only a small number of lenge every day, as we engage with other humans whose behavioural observations. -
Efficiently Mastering the Game of Nogo with Deep Reinforcement
electronics Article Efficiently Mastering the Game of NoGo with Deep Reinforcement Learning Supported by Domain Knowledge Yifan Gao 1,*,† and Lezhou Wu 2,† 1 College of Medicine and Biological Information Engineering, Northeastern University, Liaoning 110819, China 2 College of Information Science and Engineering, Northeastern University, Liaoning 110819, China; [email protected] * Correspondence: [email protected] † These authors contributed equally to this work. Abstract: Computer games have been regarded as an important field of artificial intelligence (AI) for a long time. The AlphaZero structure has been successful in the game of Go, beating the top professional human players and becoming the baseline method in computer games. However, the AlphaZero training process requires tremendous computing resources, imposing additional difficulties for the AlphaZero-based AI. In this paper, we propose NoGoZero+ to improve the AlphaZero process and apply it to a game similar to Go, NoGo. NoGoZero+ employs several innovative features to improve training speed and performance, and most improvement strategies can be transferred to other nonspecific areas. This paper compares it with the original AlphaZero process, and results show that NoGoZero+ increases the training speed to about six times that of the original AlphaZero process. Moreover, in the experiment, our agent beat the original AlphaZero agent with a score of 81:19 after only being trained by 20,000 self-play games’ data (small in quantity compared with Citation: Gao, Y.; Wu, L. Efficiently 120,000 self-play games’ data consumed by the original AlphaZero). The NoGo game program based Mastering the Game of NoGo with on NoGoZero+ was the runner-up in the 2020 China Computer Game Championship (CCGC) with Deep Reinforcement Learning limited resources, defeating many AlphaZero-based programs. -
A ROBOTICS RESURGENCE at ROCHESTER Full Story on Page 2
FALL 2016 MULTICAST THE DEPARTMENT OF COMPUTER SCIENCE AT THE UNIVERSITY OF ROCHESTER A ROBOTICS RESURGENCE AT ROCHESTER Full story on page 2 ROBOT RESURGENCE 2 FEATURED GRADUATE ALUMNUS 5 RESEARCH 8 GRADUATE NEWS 11 FEATURED UG ALUMNA 17 www.cs.rochester.edu UNDERGRADUATE NEWS 21 1 A ROBOTICS RESURGENCE AT ROCHESTER Tom Howard Assistant Professor As I look back at the time I spent at the University of Rochester as an car team that won the DARPA Urban Challenge. I followed that by undergraduate in the early 2000s, I enjoy reflecting on how good we working at NASA/JPL for three years on the DARPA Autonomous Robotic thought we had it technologically. We could use the wired network Manipulation program, as a member of the flight software team on access in the dorms to complete our WebWork on bulky desktops and the Mars Science Laboratory, and in a variety of other research tasks CRT monitors, print lab reports from iMacs in Rush Rhees from our involving various aspects of autonomous navigation. It was during that rewritable DVDs and Zip disks, and check our grades using an arcane web-based interface (arguably still true). This was also a time of significant advances in robotics, particularly in field robotics, unmanned aerial vehicles, and planetary exploration, culminating with the landing of NASA’s Mars Exploration Rovers on the surface of the red planet in 2004. Robotics was a discipline that had always piqued my interest and motivated me to dual major at Rochester and pursue advanced degrees in robotics and control. A decade later, I was excited to return to the University with a PhD in robotics from Carnegie Mellon and research experience from NASA/JPL and MIT to establish a new laboratory focusing on the intersections of robotics and artificial intelligence. -
Top Robotics Companies Continue to Innovate, Grow Market TABLE of CONTENTS SPONSORED BY
2O19 ROBOTICS BUSINESS REVIEW RBR C5OMP0ANY Top Robotics Companies Continue to Innovate, Grow Market TABLE OF CONTENTS SPONSORED BY A GROWING MARKET WHAT’S DIFFERENT THIS YEAR EXPANDING OUR “COMPANIES WE’RE WATCHING” LIST GOING SLIGHTLY BEYOND 50 “COMPANIES” ONE MORE THING … THE 2019 RBR50 WINNERS COMPONENTS COBOTS AUTONOMOUS MOBILE ROBOTS PIECE-PICKING & AI AUTONOMOUS VEHICLES AERIAL ROBOTS (AKA DRONES) AUTONOMY SOFTWARE INDUSTRIAL AUTOMATION, ROBOTICS HEALTHCARE OR SERVICE ROBOTS INFRASTRUCTURE SUPPORT FOR ROBOTICS NOTABLE TRANSACTIONS AMONG THE RBR 50 COMPANIES WE’RE WATCHING roboticsbusinessreview.com 2 2019 RBR50: TOP ROBOTICS COMPANIES CONTINUE TO INNOVATE, GROW MARKET Success comes in many flavors for robotics companies around the world. By Keith Shaw, Robotics Business Review, and John Santagate, IDC Starting and growing any business is difficult, but when you’re in an emerging market such as robotics, 2O19 ROBOTICS BUSINESS REVIEW automation, or artificial intelligence, the highs are higher and the lows can be lower. The meteoric rise of new companies and competition, along with RBR record investments and high demand from potential customers, can lead to distraction for even the most stalwart entrepreneur. Throw in an intense spotlight from a media looking 50 to make headlines around the negatives of robotics, COMPANY and you have a recipe for potential disaster at every turn. Yet the top companies in the robotics field continue to stay focused on their mission – building robots, software and services that enable companies to optimize their processes, improve efficiencies, become more profitable, or solve human worker labor shortages. For the past eight years, the RBR50 has provided the robotics industry with its own spotlight on the leaders in the robotics, AI, and autonomy industry. -
MUSTAFA SULEYMAN, DEEPMIND INTRO Thank You Mr. President and Your Excellencies for the Invitation to Speak to You About What Ar
MUSTAFA SULEYMAN, DEEPMIND INTRO Thank you Mr. President and your excellencies for the invitation to speak to you about what artificial intelligence can do to help achieve the Sustainable Development Goals. As a global community, we’ve made significant strides over the last few decades, taking on some of the world’s greatest tragedies like child mortality. Every single day 17,000 new lives get to be lived, by children who would have died just 25 years ago. Peaceful cooperation and relentless innovation has been the driving force of this truly spectacular progress. And, yet, in many ways inequality hasn’t improved—it’s become worse. Malnutrition and preventable disease continue to kill millions, impacting both developed and developing world healthcare systems, and the devastating threat of climate change looms, with the effects set to hit the poorest the hardest. If we are to decrease this level of suffering, then we’ll have to make sure humanity is doing everything possible to come up with bold, new solutions. But to have any chance of truly solving these problems - one of the great goals of human civilisation and I would argue core to the founding purpose of this great institution - then what’s possible won’t be enough. We must take on what is currently impossible, and do all we can to push back the limits of what humanity can achieve. These limits are real, and they cap all of our aspirations for change. Our efforts to tackle disease are capped by a desperate shortage of trained nurses and doctors — in the rich West as well as in developing nations. -
Jodi L. Forlizzi As of 2/1/19 Education Ph.D., Design in Human-Com
Jodi L. Forlizzi Geschke Director HCI Institute Professor Carnegie Mellon University [email protected] Pittsburgh, PA 15213-3891 www.jodiforlizzi.com t 412.606.1702 f 412.268.1266 h 412.243.2383 _____________________________________________________________ as of 2/1/19 Education Ph.D., Design in Human-Computer Interaction, Carnegie Mellon University, 2007. Advisors: Sara Kiesler and Pamela J. Hinds. Thesis: Product Ecologies: Understanding the Context of Use Surrounding Products. MDes, Interaction Design, Carnegie Mellon University, 1997. Advisors: Richard Buchanan and Suguru Ishizaki. Thesis: Designing for Experience: An Approach to Human-Centered Design. BFA, Illustration, Philadelphia College of Art, Philadelphia, PA. Employment Geschke Director and Professor, Human Computer Interaction Institute and School of Design, Carnegie Mellon University, November 2017–present. Professor, Human Computer Interaction Institute and School of Design, Carnegie Mellon University, July 2014–November 2017. Associate Professor, Human Computer Interaction Institute and School of Design, Carnegie Mellon University, July 2007–June 2014. Assistant Professor, Human Computer Interaction Institute and School of Design, Carnegie Mellon University, January 2000–June 2007. Co-founder, Pratter.us. Co-founder of a healthcare startup publishing outpatient healthcare costs. Innovator and Project Manager, E-Lab LLC, Chicago, IL 1998-1999. Specialize in research for new product design. Oversee research and design planning, innovating design processes and practices, and developing business proposals for a variety of application areas. Design Researcher, Novum Design Center, Carnegie Mellon University, 1996- 1997. Conceive of, design and execute research funded by Intel and Microsoft. Founder, Inks Creative Services, Philadelphia, PA, 1986-1996. Forlizzi, Jodi | Curriculum Vitae | 2/2019 1 Co-owner and principal of a design and photography firm serving the Delaware Valley. -
Change and Uncertainty, Not Apocalypse: Technological Change and Store-Based Retail
1 Acknowledgments First and foremost, we thank the numerous interviewees who gave time and shared insights. We thank the National Retail Federation for allowing us to attend the 2018 NRF Tech conference. Thanks to Patrick Dexter, Thomson Dryjanski, and Landy Joseph for able research assistance. Much gratitude to Annette Bernhardt and Jessie Hammerling for guidance and feedback, and gratitude as well to a number of helpful reviewers. This research was commissioned by the UC Berkeley Center for Labor Research and Education and Working Partnerships USA, and is part of a larger multi-industry project generously supported by the Ford Foundation, the W.K. Kellogg Foundation, and the Open Society Foundations. About the Authors Françoise Carré is the research director for the Center for Social Policy at the University of Massachusetts Boston J. W. McCormack Graduate School of Policy and Global Studies. She has published extensively on employment transformation and job quality in the United States and cross-nationally since the 1980s. Books include “Non-standard Work Arrangements and the Changing Labor Market,” “Are Bad Jobs Inevitable?” and “Where Bad Jobs Are Better: Retail Jobs across Countries and Companies,” co-authored with Chris Tilly, and “The Informal Economy Revisited, 2020,” with Martha Chen. Chris Tilly is professor of urban planning and sociology at UCLA. For more than 30 years, he has conducted research on bad jobs and how to make them better. His books include “Half a Job: Bad and Good PartTime Jobs in a Changing Labor Market,” “Stories Employers Tell: Race, Skills, and Hiring in America,” “The Gloves-Off Economy: Labor Standards at the Bottom of America’s Labor Market,” and “Are Bad Jobs Inevitable?” and, most recently, “Where Bad Jobs Are Better: Retail Jobs across Countries and Companies,” co-authored with Carré. -
Cyborgs in an Augmented World E Towards the Deconstruction of Dualistic Thinking in the 21St Century
W Cyborgs in an Augmented World e Towards the Deconstruction of Dualistic Thinking in the 21st Century s h o u Despina Skordili l Master Thesis New Media & Digital Culture Utrecht University October 2013 Supervisor: Ann-Sophie Lehmann d Second Reader: Imar de Vries a Abstract The increasing ubiquity of computer technology and the advent of social networking websites have created a new fusion of the physical and the digital world. This technological shift has given rise to a discussion in new media research, calling for the necessity of a new framework in the study of the human-technology relationship. This framework should reject the preservation of the dualistic thinking which has dominated our understanding of this relationship, since the first traces of the involvement of machines into our lives. This thesis seeks to contribute to this discussion by showing that a new perception towards technology is already apparent in recent science fiction texts on the merging of human and digital technology. Indicative narratives from novels and films of the late 20th century are compared with corresponding texts produced since the beginning of the present decade, in order to show this shift which has taken place in our technological imaginary. The findings from this comparative analysis are then related to the earlier theories of posthumanist criticism of the 1990s, which had called for the construction of a new figuration of the posthuman, which recognises our cyborg nature as hybrids of human and machine. It is argued that this figuration is appearing today in contemporary popular culture and this intensifies the necessity for the construction of a new framework which uses as a starting point the acknowledgement that we are already cyborgs in a world which combines the offline and the online, the digital and the physical: an augmented world. -
AI in Focus - Fundamental Artificial Intelligence and Video Games
AI in Focus - Fundamental Artificial Intelligence and Video Games April 5, 2019 By Isi Caulder and Lawrence Yu Patent filings for fundamental artificial intelligence (AI) technologies continue to rise. Led by a number of high profile technology companies, including IBM, Google, Amazon, Microsoft, Samsung, and AT&T, patent applications directed to fundamental AI technologies, such as machine learning, neural networks, natural language processing, speech processing, expert systems, robotic and machine vision, are being filed and issued in ever-increasing numbers.[1] In turn, these fundamental AI technologies are being applied to address problems in industries such as healthcare, manufacturing, and transportation. A somewhat unexpected source of fundamental AI technology development has been occurring in the field of video games. Traditional board games have long been a subject of study for AI research. In the 1990’s, IBM created an AI for playing chess, Deep Blue, which was able to defeat top-caliber human players using brute force algorithms.[2] More recently, machine learning algorithms have been developed for more complex board games, which include a larger breadth of possible moves. For example, DeepMind (since acquired by Google), recently developed the first AI capable of defeating professional Go players, AlphaGo.[3] Video games have recently garnered the interest of researchers, due to their closer similarity to the “messiness” and “continuousness” of the real world. In contrast to board games, video games typically include a greater