From Empire Robotics:
The VERSABALL is a squishy balloon membrane full of loose sub-millimeter particles. The soft ball gripper easily conforms around a wide range of target object shapes and sizes. Using a process known as “granular jamming”, air is quickly sucked out of the ball, which vacuum-packs the particles and hardens the gripper around the object to hold and lift it. The object releases when the ball is re-inflated. VERSABALL comes in multiple head shapes and sizes that use the same pneumatic base... (Empire Robotics' site)
From Yezhou Yang, Yi Li, Cornelia Fermuller and Yiannis Aloimonos:
In order to advance action generation and creation in robots beyond simple learned schemas we need computational tools that allow us to automatically interpret and represent human actions. This paper presents a system that learns manipulation action plans by processing unconstrained videos from the World Wide Web. Its goal is to robustly generate the sequence of atomic actions of seen longer actions in video in order to acquire knowledge for robots. The lower level of the system consists of two convolutional neural network (CNN) based recognition modules, one for classifying the hand grasp type and the other for object recognition. The higher level is a probabilistic manipulation action grammar based parsing module that aims at generating visual sentences for robot manipulation.
The list of the grasping types.
Experiments conducted on a publicly available unconstrained video dataset show that the system is able to learn manipulation actions by “watching” unconstrained videos with high accuracy.... (article at Kurzweilai.net) (original paper)
2015CES - INMOTION to Showcase New Self-balancing Smart Vehicles at the 2015 Consumer Electronics Show
ABB to exhibit at International CES for the first time, featuring innovative robotic technology at the 2015 show in Las Vegas
Winter break homework from John Carmack. Gamasutra reprint article "In-depth: Functional programming in C++":
A large fraction of the flaws in software development are due to programmers not fully understanding all the possible states their code may execute in. In a multithreaded environment, the lack of understanding and the resulting problems are greatly amplified, almost to the point of panic if you are paying attention. Programming in a functional style makes the state presented to your code explicit, which makes it much easier to reason about, and, in a completely pure system, makes thread race conditions impossible... (full article)
Also "Lessons to learn from Oculus development team when using the “Modern C++” approach":
Modern C++ doesn’t imply necessarly the overuse of templates
Andrei Alexandrescu says about the Modern C++ design:
"Modern C++ Design defines and systematically uses generic components - highly flexible design artifacts that are mixable and matchable to obtain rich behaviors with a small, orthogonal body of code."
Modern C++ has a close relation with generic programming; probably it’s the reason that makes many developers neglect the modern C++ approach. They think that the code will be mostly implemented as templates, which makes the code difficult to read and maintain.
In the SDK, the templates represent only 20% of all types defined and most of them are related to the technical layer... (full article)
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