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Highlights from
Volume 20 ---- Summer/Fall 1987 |
Oliver Strimpel
The unifying theme of the Smart Machines gallery is to demonstrate how
machines do things that have hitherto been the province of intelligent human
activity. We were determined to convey to our visitors the tremendous
sophistication of the human mind and body, as well as some of the
difficulties scientists face in their attempts to replicate even the
simplest of
human activities. The combination of A. I. and robotics was straightforward
enough: we wanted to demonstrate both the mental capabilities and the
physical dexterity of today's machines. This article attempts to explain how
the various live exhibits selected for Smart Machines exemplify past and
present trends in A. I. and robotics.
The exhibit is grouped into six sections: language understanding, knowledge-
based systems, game-playing, robot sensing, mobile robots and robot arms.
The historical time-line and robot theater are described in the next
article.
Language Understanding
One of the major conclusions of A.I. research during the 1970s was that
knowledge and language could not be clearly separated. The early attempts to
understand or translate language on a word-by-word basis failed. However,
research has continued along several lines, and progress has resulted in
commercially successful products.
A grammar correction system from Houghton-Mifflin shows how much a
computer can do without any knowledge of the meanings of words. Visitors
can watch the grammar checker find mistakes and correct them automatically.
Unlike a grammar checker, parsing is just the first stage of a program that
actually tries to understand the meaning of a sentence. In a natural
language
interface program, the knowledge resides in the database. However, the
questions stated in English must be translated into a machine language
query to the database. Our exhibit features Datatalker, a natural language
interface from Natural Language, Inc. It asks visitors to type in
information about themselves, which it
stores.
It then invites questions in plain English about previous visitors. The
program's task is eased because it expects a question about something in its
database. After parsing a visitor's question stated in English, the program
tries to extract the sentence's meaning, and, if appropriate, converts it
into
instructions to search through its database for information that will answer
the question. The result of the search is translated back into an English
reply. Other parts of the program keep track of the dialog, deciding when
responses are adequate.
To go beyond a simple question and answer conversation, computers need a
much wider and deeper knowledge. The exhibit addresses this enormous
problem by demonstrating some of complexities of building a real computer
like HAL in the film 2001: A Space Odyssey.
Two exhibits are conversational
programs that pretend to know more
than they do. ELIZA, the classic
computer psychotherapist program
written by Joseph Weizenbaum in
1966, takes key words from the
visitor's typed-in text and uses them
to trigger stock questions. It also
repeats the user's words, turning
statements into questions. ELIZA
exploits its role as a non-directive
therapist to justify its extreme
passivity. In contrast, RACTER
converses volubly with the visitor on
many arcane topics. Like ELIZA, it
has no model of the world, but
responds to key words in the input
text by concocting sentences based
on standard forms. It attempts to
skirt around its lack of understanding
by making a virtue out of being zany.
These programs are not presented as
A.I., but as illustrations of the
limitations of approaches that use
words without knowledge.
Knowledge-Based Systems
The greatest number of useful
applications in the field of A.I. have
emerged from rule-based expert
systems. Several hundred expert
systems perform tasks ranging from
diagnosing failures on gas turbines to
suggesting which pesticides to use
on a particular crop. In general, a
Museum should exhibit genuine
examples of its subject matter.
However, expert systems are tools
aimed at the technical user and
would be totally incomprehensible to
the majority of our visitors. As a
compromise, we included one "real"
expert system, somewhat modified
for the Museum by its author, Randy
Miller. The system is Quick Medical
Reference (QMR), a medical diagnosis
system that
contains descriptions of nearly 600
diseases. Visitors can browse
through the system, using it like an
electronic textbook indexed either by
disease or by symptom. Alternatively,
visitors can retreive a patient's case,
make QMR diagnose it, and compare
QMR's hypothesis with one of their
own.
We assembled several highly
instructive and entertaining "nonreal"
rule-based systems to demonstrate
the capabilities and internal workings
of expert systems. In the Haymarket
exhibit, visitors haggle with up to
three different rule-based
storekeepers to buy a large box of
strawberries. The simplest, Noah
Budge, has only 8 rules and never
budges on his price. Eventually, he
will kick you out of the store if you
don't give him what he's asking for.
Visitors can choose Ho Nin with 30
rules and
Nora Logical, the sophisticated
storekeeper with over 100 rules.
Another rule-based demonstration is
a wine-advisor. This proceeds via a
two-way spoken conversation.
Visitors are asked questions about
the type of food planned for the meal
and what their tastes are in general.
They respond by speaking into a
microphone. After up to 10 questions,
the computer makes a specific
recommendation.
Several rule-based systems dealing
with the arts are also on display,
including a musical score follower
(right) and a drawing expert (below).
The goal is to demonstrate the
application of rule-based
programming techniques in non-
technical domains. A computer
composition system by Charles Ames
generates rock and jazz pieces, which
it performs
through a Kurzweil 250 synthe-
sizer. After selecting a musical
style and a model, such as the
twelve bar blues, the program selects instruments and then com-
poses the rhythm, assigning each
note a duration that depends in
part on whether it is a basic, ornamental or cadence note.
Finally, pitches are selected according to a set of about 20 rules.
The rules make the notes conform
to the harmony, create a melody
and avoid repetition. The music is
surprisingly convincing.
In contrast to all the systems
described above, which represent knowledge as sets of rules,
TALE-SPIN is based on scripts. This
program came from the work of
Roger Schank's group at Yale on
language understanding. TALE-SPIN is a program that generates
stories with a simple "point"
somewhat reminiscent of the
simpler Aesop's fables. The program simulates a world of char-
acters who do things because
they have problems to solve.
These consist of fulfilling simple
goals, such as satisfying hunger
or thirst. Visitors select a main
character -- Joe Bear, Irving Bird
or Lucy Lamb -- and also determine the goals and character
traits of the players. The program
has a model of its characters and
ensures that their behavior is
rational. For example, if Joe Bear
is thirsty and sees a river, he will
try to get to the river.
In addition to rules, knowledge
can be represented as frames,
semantic nets and scripts. These
are illustrated by panels in the
exhibit.
Game-Playing
In addition to being fun, computer games are a valuable
testing ground of ways to search
through enormous numbers of
alternative solutions to a given
problem. Typically, when people
play a game, they rely on knowledge of the opponent's ability
and on an understanding of
what it takes to win. Machines,
on the other hand, rely on
searching many possible moves
to determine the best outcome.
Research efforts have concen-
trated on optimizing the search
for moves in chess. One approach is to perform the search in
the proper order so that unpromising avenues can be elimi-
nated early on. Another approach seeks to give the com-
puter knowledge about chess,
increasing its ability to "size-up" a
given position. Hans Berliner and
his colleagues at Carnegie-Mellon University used both
approaches to build the world's
strongest computer chess player.
Their program, called Hitech, has
custom hardware to generate
and evaluate up to 200,000
moves a second. This enables it
to search about 11 half-moves
ahead while playing in a tournament. In addition, Hitech's board
knowledge is equivalent to a
search of a further three half-moves.
Visitors can also play tic-tac-toe
and five-in-a-row and choose the
computer's strategy to be one of
look-ahead search, voting or
random. The program offers
graphics that give an "X-ray"
view of the program's deliberations.
A checker player by David Slate
can beat all but the most serious
players. Finally, in the game
"How the West Was Won," the
computer plays two roles: opponent and tutor. This is a numbers
game, designed to help children
gain familiarity with arithmetic.
The computer tutor analyzes
one's moves and suggests possible improvements. It never
scolds or repeats itself and lets
the player discover the game
for him or herself. This coach
was developed as a robust,
friendly and intelligent tutor
that could work well in the home
and classroom.
Robot Sensing
Giving robots sensory capabilities
is an important part of the effort
to endow robots with intelligence. A smart robot must find its
way independently and cope
with the unexpected. It can only
begin to do this if it can sense the
distance to any surrounding
obstacles, feel if it is touching
something, or analyze pictures
taken with an onboard camera.
Many of the historic robots acquired by the Museum and on
display in the exhibit's Smart
Machines Theater were built as
experiments, allowing researchers to explore how a robot can
gather and make good use of
sensory data.
The Museum visitor can experiment with four robot senses:
vision, hearing, touch and sonar.
Human vision is so sophisticated
that we hardly appreciate its
complexity. For example, just
consider how we can instantly
recognize everyday objects, such
as a tree or cat, even though no
two examples look alike in detail.
Our vision relies on a great deal
of knowledge about the world
and about what we expect to
see. By contrast, machines rely
mainly on the details of the
actual image, analyzing it first to
find edges, and identifying objects by their outlines. This ap-
proach makes machines better at
matching complicated abstract
patterns, such as fingerprints.
Part of a fingerprint recognition
system used by police departments all over the world is on
display. Visitors try to match a
fingerprint on the screen with one
of several prints displayed on the
wall from famous criminals. The
computer then shows how it
would make the match, using
the points where ridges start
or fork to classify the pattern
accurately.
Speech recognition systems can
give computers a reasonable
sense of hearing, particularly if
the machine has been trained by
the speaker. Visitors can use
several systems, including one
that can be trained to respond to
the visitor's voice. Even after
training, computer speech recognition is limited to a few thou-
sand words at most and generally requires the speaker to
pause briefly between each
word. In both speech recognition
and vision, computers have yet
to match the ability of a two-year old child.
A sense of touch is needed by a
robot hand when it tries to grasp
a delicate object. A pressure
sensitive pad mounted on the
robot gripper can gauge the
amount of pressure being applied. Visitors see the pressure of
their fingers on a pad displayed
as an array of colors on a screen.
Finally, visitors can try out a
sense that humans do not have -
sonar. Robots use sonar to gauge
the distance to surrounding walls
and obstacles. The sensor emits
pulses of extremely high-pitched
sound, which reflect off an object
and are picked up by the detector. The sound's round trip travel
time indicates the distance to the
object. In the exhibit, a ceiling
mounted sensor measures a
visitor's height by bouncing a
signal off the top of the head.
Mobile Robots
In addition to its sensing ability,
an intelligent, independent robot
must have a suitable drive
system and should be able to
form and achieve goals. All the
mobile robots on display in the
exhibit are equipped with a drive
system. Most have some form of
sensing, but only Shakey seriously attempted the last and
hardest requirement of forming
plans and reasoning.
A mobile robot from Real World
Interfaces roams around a cage,
using sonar to sense and map
the walls and obstacles. Visitors
can try to override the robot's
good sense by controlling its
movement with a joystick, but it
will never let itself collide with a
wall. In addition, about 25 robot
toys are on display and can be
tried out by visitors. Most have
wheels, but several can walk;
some have bump sensors, or respond to claps or squeezing.
An application mobile robots have
already found is that of night watchman.
The gallery's Sentry robot by Denning
Mobile Robotics can carry TV cameras,
infrared sensors and microphones to
detect an intruder. The information it
collects is radioed to a security office.
Microwave beacons supplement the
Sentry's onboard sonar, enabling it to
patrol a path hundreds of feet long for
hours on end without ever losing an
exact knowledge of its position. In the
exhibit, the Sentry patrols a short path,
avoiding obstacles in its way. Its TV
camera relays signals to another robot,
the Hubot, whose onboard TV monitor
displays the picture.
Robot Arms
Robot arms and hands attempt to
replicate aspects of human manual
dexterity. Arms are by far the most
common type of robot. They perform a
wide range of industrial tasks, from
the tiny movements for assembling a
wristwatch to the large powerful
movements required to stack heavy
cartons. In the exhibit, the real
industrial arms are shown on video,
and smaller, educational arms are
operated by visitors.
Two robot hands are on display: the
five-fingered Tomovic hand attached to
the tentacle arm pictured on the front
cover, and a three-fingered soft gripper
from Shigeo Hirose at the Tokyo
Institute of Technology.
An ingenious way to achieve
responsive compliance was invented
at the Draper Laboratories. Their
system uses an arrangement of
springs that greatly eases tasks such
as putting a peg into a tightly fitting
hole. With a stiff wrist, a robot would
jam the peg and only make it worse by
pushing harder. With the compliant
wrist, however, the peg finds its way
into the hole smoothly. Visitors can
use a compliant wrist to try this out
for themselves.
A major thrust of industrial
development is to tighten the link
between the design and manufacture
of a product. Using a computer-aided
design system, an industrial designer
can create a product and then send
instructions for making that product
directly to a numerically controlled
tool or to a robot. Visitors can
experiment with this process by
designing a log cabin made of lincoln
logs. When the design is complete,
the cabin is constructed automatically
by a pair of simulated robots on a
screen. Real robots would need to be
guided by a vision system to ensure
that the logs were positioned
accurately. This is demonstrated in an
adjacent display in
which a vision system guides a robot
arm that assembles a toy boat from
its parts. Both these displays were
provided by the University of Lowell's
Center for Productivity Enhancement.
The Future
The exhibit can be readily updated as
new items become available. A large
industrial arm has already been
offered to us by Cincinatti Milacron,
and we hope to be able to
demonstrate an industrial application.
We welcome suggestions from our
members and visitors!
Gwen Bell and Leah Hutten
The Smart Machines exhibition has two historical components. A timeline, on
display at the entrance to
the exhibit, chronicles the major milestones to 1979. The Robot Theatre
displays a collection of
historic robots through the early 1980s. This article is intended as a
synthesis of these two exhibits
Precursors
This is the first known use of the term "robotics."
On June 9, at Manchester University's Lister Oration, British brain surgeon
Sir Geoffrey Jefferson
states, "Not until a machine can write a sonnet or compose a concerto
because of thoughts and emotions felt, and not by the chance fall of
symbols,
could we agree that machine equals brain that is, not only write it but
know that it had written it. No mechanism could feel (and not merely
artificially
signal, am easy contrivance) pleasure at its successes, grief when its
valves fuse, be warmed by flattery, be made miserable by its mistakes, be
charmed by sex, be angry or miserable when it cannot get what it wants."
On June 11, The London Times quotes the mathematician Alan Turing, "I do
not see why it (the machine) should not enter any one of the fields
normally covered by the human intellect, and eventually compete on equal
terms. I do not think you cam even draw the line about sonnets, though the
comparison is perhaps a little bit unfair because a sonnet written by a
machine will be better appreciated by another machine."
In New York, Claude Shannon's paper to the
Institute of Radio Engineers proposes two
computer chess strategies that are still
in use. The first is to look at all the choices
up to a fixed depth and the second is to look at
a selected few to greater depth.
Herbert Simon, Allen Newell, and J.C. Shaw
write "Logic Theorist," one of the earliest
programs to investigate the use of heuristics in
problem solving.
Simon, Newell and Shaw write the
pioneering, "General Problem Solver." It is
the first program that solves a problem that it
hadn't been specially programmed to solve.
Frank Rosenblatt invents an ingenious
evidence-weighing machine called a
"Perception." It is supposed to recognize
patterns by their parts without regard to their
relationships.
Joe Engelberger, the entrepreneur, works
tirelessly to get Joseph Devol's ideas for
industrial robots into use. Engelberger
eventually eams the title "Father of Robotics. "
SAD-SAM (Syntactic Appraiser and
Diagrammer Semantic Analyzing Machine) is
programmed by Robert Lindsay at Car negie
Institute of Technology.
The program accepts English sentences about
kinship relations, builds a data base and
answers questions about the facts it has
stored.
SAD-SAM INPUT: John is Mary's son. SAD-SAM
OUTPUT: Mary's brother is John's uncle; Mary's
mother is John's grandmother, etc.
Samuel's checkers program, which has the
ability to learn from its
mistakes, plays at the masters level.
The PDP-6 becomes the workhorse machine for
the artificial intelligence community. The PDP-6's architecture is
particularly suited for running LISP programs.
Edward Feigenbaum and Bruce Buchanan
conceptualize expert systems and start the
Dendral project.
Hubert Dreyfus' paper "Alchemy and Artificial
Intelligence," is published by The Rand
Corporation. His assertation that "Even
though machines can perform intelligent
tasks, the evidence against their ever
becoming able to be really, humanly
intelligent, is overwhelming," leads to
debates and research that continue into the
1980s.
Victor Scheinman and Larry Leifer build the
"Orm," Norwegian for snake. This robot arm
moves by selectively inflating groups of its
28 air sacks sandwiched between seven metal disks. Its
design is later abandoned because its movements could not be
repeated accurately.
The Stanford Cart is built at the A. I. Lab to
simulate a remotely controlled Moon rover.
Richard Greenblatt's MacHac is the first
machine to achieve a Class C rating in the
National Chess Association
(approaching the level of a serious weekend
amateur player).
Bruce Buchanan and Edward Feigenbaum,
working with Chemist card Nobel Laureate
Joshua Lederberg, complete DENDRAL, an
expert system for generating explanatory
hypotheses in organic chemistry.
Marvin Minsky constructs the 12 jointed
Tentacle Arm, which can reach around obstacles.
A PDP-6 computer is used for control and
hydraulic fluids for power.
Seymour Papert writes "The Artificial
Intelligence of Hubert L. Dreyfus: A Budget of
Falacies." In it, he states, "It is
cowardice to ... assure us that the
computer is barred by its finite number of
states from encroaching further into areas
of activity ... (regarded) as 'uniquely
human'."
Terry Winograd integrates natural
language understanding and knowledge about a
world of table top blocks in SHRDLU,
written for his doctoral thesis at M.I.T.
Stanford Research Institute gives Shakey
the ability to reason about its actions.
Shakey radios information from its
sonar and bump sensors to a room-sized
computer (DEC PDP-10 and PDP-15), which
sends back commands to make Shakey move.
The computer spends about half am hour to
move Shakey one meter.
DARPA funds a $15 million, fiveyear
research program to achieve a breakthrough
in speech understanding.
LUNAR, a natural language
information retrieval system, is completed by
Woods, Kaplan, and NashWebber at Bolt,
Beranek and Newman. LUNAR helps geologists
access, compare and evaluate chemical-analysis data on moon
rock and soil composition from the
Apollo 11 mission.
The first World Computer Chess
Tournament is held.
CONS, the first computer built to
optimize LISP, is completed by Tom
Knight at M.I.T.'s A. I. Lab. It is the precursor
of CADR and the commercial machines
built at LMI and Symbolics.
Minsky develops the concept of frames as a
convenient way to represent specific
objects or concepts.
Each frame consists of a name and a series of
slots that describe the object's or concept's
attributes.
Unimation has its first profitable year.
In the USA, Robert McGhee develops a
hexapod walking machine controlled by a
digital computer. In the USSR, scientists
develop a hexapod walker controlled by a
hybrid (analog and digital) computer.
EMYCIN developed by William Von Melle,
Edward Shortliffe, Bruce Buchanan, and
Edward Feigenbaum is the first expert system
"shell." A shell is a program that provides
the framework for developing an expert
system. The user supplies his own rules
to build an expert system in the subject of
his choice.
The programs SAM (Script Applier
Mechanism) and PAM (Plan Applier
Mechanism) are developed by Roger
Schank, Robert Abelson and their students at
Yale University. SAM and PAM demonstrate
the understanding of stories by using scripts
and plans.
The Jet Propulsion Laboratory builds two
Rover prototypes designed to explore
Mars. To stay upright, the Hardware Prototype
has caterpillar tracks mounted on flexible
legs.
The Software Prototype has both sensing ability
and intelligence.
GM unveils its production line, which
uses a programmable universal machine for
assembly (PUMA) system based on the
Scheinman arm.
Hans Berliner's backgammon program
wins the world championship.
Consight-I, by Steven Holland, Lothar Rossol
and Mitchel Ward, is able to identify and sort
randomly oriented parts on a moving factory
conveyor belt. When the parts move under two
converging light beams, the beams are split in
two. This pattern is detected by a computer
connnected to a television camera.
Consight-I consists of a Vicarm robot arm
controlled by a PDP 11/45 computer.
Commerical versions use an arm by
Cincinatti Milacron.
Smart Machines
A Historical Timeline of Artificial Intelligence and Robotics
In the 1950s robots and artificial intelligence
(A.I.) start evolving along separate tracks.
Jacques de Vaucanson builds a mechanical duck to tour and raise money for
the inventor's experiments for creating life artificially. The copper duck
quacks, bathes, drinks water, eats grain, digests it, and voids.
The book, Frankenstein, by Mary Shelley, includes the first description of
creating a manmade being, who becomes a fearful monster.
At the Paris World's Fair, Torres y Quevedo demonstrates an
electromechanical machine that can play selected chess end games .
Karel Capek writes the play R. U. R. (Ross='s Universal Robots) in which
robots are produced by an Englishman named Rossum. The name, Rossum, is
derived from the Czech word for
reason, while robot is a Czech word for worker. The popularity of the play
led to the widespread adoption of the word robot.
Isaac Asimov publishes "Runaround" in the March issue of Astounding, in
which he introduces the Three Laws of Robotics.
Warren McCulloch and Walter Pitts propose that the behavior of the brain
can be treated as a network of neurons that behave like on-off switches.
Only a year after the completion of ENIAC, the first electronic computer,
Arthur Samuel proposes to build a computer to play checkers.
Norbert Wiener coins the term cybernetics, a philosophical perspective for
describing interacting systems in terms of exchange of information.
The Debate Begins: Can Machines Think?
In the 1960s, the Department of Defense
Advanced Research Project Agency(DARPA)
provides largescale funds for artificial
intelligence research at
Carnegie-Mellon University,
Massachusetts Institute of Technology
and Stanford University.
Turing creates a standard test to answer:
"Can machines think?" If a computer, on the
basis of written replies to questions, could not
be distinguished from a human respondent,
then it must be "thinking,"
George C. Devol, Jr., applies for the first
US patent for an industrial robot. He
calls it "unimation" for short.
John McCarthy of Dartmouth convenesthe
Dartmouth Summer Research Project on
Artificial Intelligence, marking the birth of the
field.
John McCarthy and Marvin Minsky
found the first artificial intelligence laboratory
at M.I.T.
Simon, Newell and Shaw design and
use the first list processing program, IPL-V.
McCarthy creates LISP.
Unlike other current programming
languages, LISP is designed to work with
English words and phrases. A key feature
is that the data and programs are simply
lists in parentheses, allowing a program to
treat another program - or itself - as data. This
characteristic greatly eases the kind of
programming that attempts to model
human thought.
In the 1970s, A.I. is recognized as a
computer science discipline, and
industrial robots are put to work in factories
around the world.
James Slagle writes a Symbolic
Automatic Integrator (SAINT) to solve
elementary symbolic integration problems at
the level of a good college freshman.
Engelberger founds Unimation, the first
industrial robot company. The Unimate
Mark II robot welcomes visitors into the
Museum's Smart Machines Gallery.
McCarthy leaves M.I.T, and founds
Stanford University's artificial intelligence
laboratory.
A five fingered aluminum prosthetic
hand is developed by Rajko Tomovic at The
University of Belgrade.
The program ELIZA, written by Joe
Weizenbaum at M. I. T., tries to assume the role
of a nondirective therapist. It turns
sentences into questions and responds
to key words about feelings and family.
Television cameras controlled by a remote
computer are added to the Stanford Cart,
permitting it to follow a white line on a road.
Engelberger travels to Japan and grants
Kawasaki the right to build Unimates in
exchange for royalties.
These are the first robots built in Japan.
Shakey, the first integrated robot system
equipped with a TV camera and other
sensors, slowly roams through the roorns of
The Stanford Research Institute, guided by the
remote radio control of an SDS-940 computer.
200 people attend the first meeting of the
International Joint Conference on Artificial
Intelligence (IJCAI).
France installs its first industrial robot, a
Unimate, at Renault's R-5 plant to build LeCar.
At the University of Aix-Marseille, Alain
Colmerauer develops the use of formal logic
as a programming language, PROLOG.
Yorick Wilks writes the first acceptable
language translation program, which
produces respectable French from small
English paragraphs.
The first commercially available mini-computer
controlled robot, T3, is produced by Cincinnati
Milacron.
MARGIE (Meaning Analysis, Response
Generation, and Inference in English) is
developed by Roger Schank and his
students at the Stanford A. I. Laboratory.
The DARPA speech goals are met by the
HEARSAY speech program developed at
Carnegie-Mellon University under the
direction of Raj Reddy.
It beats DARPA's goal of understanding 90% of
ordinary continuous speech using a
vocabulary of 1000 words.
Hans Moravec equips the Stanford Cart with
stereo vision. A television camera that
moves along a rail takes pictures of a given
scene from several different angles,
enabling the Cart to find the distance to
obstacles in its path.
The Mars Rover project is cancelled because
NASA opts for a manned space program.
After seven years of research, Moravec's
refined Stanford Cart successfully traverses,
without human intervention, a room
strewn with chairs
Avatar represents a breed of personal home robots
that evolved following the
microcomputer revolution in the
early 1980s. This robot can move
without bumping into things, talk,
and handle objects with its arm.
The first direct drive (DD) arm by
Takeo Kanade served as the
prototype for DD arms used in
industry today. The electric motors
housed inside the joints eliminate the
need for chains or tendons used in
earlier robots. DD arms are fast and
accurate because they minimize
friction and backlash.
One of three of Shigeo Hirose's
robots at the museum, the
quadruped can perform a complicated task such as
"feeling its way" up stairs of varying
heights. It has contact sensors on
the sides and bottom of its feet.
When these are touched, the quadruped responds
with animal-like reflexes. Each leg
contains an elegant mechanical device that
translates small motor movements
inside the body into larger movements of the legs.
Odex is the first commercially
available walking robot. It can work
in dangerous places inaccessible
to vehicles with wheels. These
include radioactive zones in
nuclear power stations, military
battlefields, and underground
mines. Its legs can also serve as arms
for lifting and moving objects.
Odex is the first commercially
available walking robot. It can work
in dangerous places inaccessible
to vehicles with wheels. These
include radioactive zones in
nuclear power stations, military
battlefields, and underground
mines. Its legs can also serve as arms
for lifting and moving objects.
in an e-mail to Ed Thelen, May 23,2007, David Buckley wrote:
"... It has the wrong photo for
the Odex walker, instead it has Avatar featured in Robotics Age probably
Jan/Feb 82. Avatar has wheels not legs!
I remember it well, my robot Quester was featured in Robotics Age Jan/Feb 82
as part of the same competition which Avatar won.
www.davidbuckley.net/DB/QuesterRoboticsAge.htm
Underwater rovers explore the ocean
depths under remote control. The
famous Titanic wreck was explored by a large
rover called Argo, but most underwater rovers are used
for more routine inspection tasks.
The Sea Rover, designed by Christopher Nicholson, can
dive to depths of up to 120 meters
and travel at 1.5 knots while relaying color video pictures from
under the sea.
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