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Seeking to “push the limits of what humans can do,” researchers at Georgia Tech have developed a wearable robotic limb that transforms drummers into three-armed cyborgs.

The remarkable thing about this wearable arm, developed at GT’s Center for Music Technology, is that it’s doing a lot more than just mirroring the movements of the drummer. It’s a “smart arm” that’s actually responding to the music, and performing in a way that compliments what the human player is doing.

The two-foot long arm monitors the music in the room, so it can improvise based on the beat and rhythm. If the drummer is playing slowly, for example, the arm will mirror the tempo.

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How robotics is making live music a more enriching experience.


Scientists have developed a ‘smart’ wearable robotic limb that responds to human gestures and the music it hears, allowing drummers to play with three arms.

The two-foot long robotic arm can be attached to a musician’s shoulder, and knows what to play by listening to the music in the room. It improvises based on the beat and rhythm. For instance, if the musician plays slowly, the arm slows the tempo. If the drummer speeds up, it plays faster.

Another aspect of its intelligence is knowing where it is located at all times, where the drums are, and the direction and proximity of the human arms.

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“Researchers at the Georgia Institute of Technology say that while there may not be one specific manual, robots might benefit by reading stories and books about successful ways to act in society.”

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“James Batchelor believes science and art can work together, and he has hitched a ride to one of the most inhospitable places on the planet to prove it.”

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“We will find new things everywhere we look.” –Hunter S. Thompson

At the rate of 21st century technological innovation, each year brings new breakthroughs across industries. Advances in quantum computers, human genome sequencing for under $1,000, lab-grown meat, harnessing our body’s microbes as drugs, and bionic eye implants that give vision to the blind —the list is long.

As new technologies push the boundaries of their respective industries, fields are now maturing, growing, and colliding with one another. This cross-pollination of ideas across industries and countries has changed the world—and will continue to—and it’s one of the reasons Singularity University exists.

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During a panel talk about the ins-and-outs of filmmaking at the Sundance Film Festival, director Colin Trevorrow (Jurassic World), who will be directing Star Wars: Episode IX, teased an idea he’s working on for his Star Wars movie: shooting in space.

“I asked the question, ‘Is it possible for us to shoot IMAX film plates in actual space for Star Wars, and I haven’t gotten an answer yet,” said Trevorrow during the panel.

Trevorrow made the comments while on a panel that included Christopher Nolan and cinematographer Rachel Morrison (Fruitvale Station).

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By now, everyone is probably familiar with holographic performances from such artists as Elvis, Micheal Jackson and the one that started it all, Tupac Shakur at Coachella. However, the real pioneers of performance holograms were that quirky cartoon band, Gorillaz. The costs of a holographic setup would make your toes curl, but the technology itself is fairly straight forward. Projecting onto a specialized screen which is as close to invisible as one can get. There are two main players in the space, Holo-gauze and Musion.

When it comes to digital artists, there is one name that stands out from all others. Hatsune Miku. What makes Miku so unique when compared to holograms of dead celebrities or even the animated Gorillaz with Blur frontman, Damon Albarn, is that she is entirely computer generated. A software instrument manifest as an anime character who has become as much of a ‘real’ celebrity as anyone currently in the charts.

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Virtual reality was almost hot enough at Sundance this year to melt the snow, but perhaps the most scorching news of the show was casually dropped during the high profile Technicolor panel. Virtual Reality Company (VRC) co-founder and Maleficent director Robert Stromberg declared his company is working with Steven Spielberg on a project that is “solely for VR.”

Responding to a question about how to take VR filmmaking to the next level, Robert Stromberg said “it is about getting other filmmakers interested of course, from the independent level to getting major players involved as well… I can say here, my company – VRC – we’re working with, for instance, Steven Spielberg on a project that’s solely for VR.”

We previously reported that Steven Spielberg signed on as one of the company’s advisors, but at the time there was no confirmation on his involvement with any projects. But with Spielberg set to direct Ready Player One, a film with VR central to the theme, it seemed like a foregone conclusion that he would be dipping his fingers into virtual reality at some point in the near future.

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Pop music is littered with titles that relay how romantic yearning is sparked and experienced wordlessly with one person staring at the other. Animals don’t have it so good. “Most mammals generally interpret direct gaze as threatening or as a sign of dominance,” wrote researchers in Frontiers In Human Neuroscience.

People, however, usually take gazing with positive interpretations, such as affection, love and attraction. “A preference for direct gaze seems to be present at a very early age: Farroni et al. (2002) found that infants as young as 2 days old prefer to look at faces that gazed directly at them compared to faces with averted gaze.”

If social gazing goes down so well between humans, what about between and human? Sean Andrist, doctoral candidate in computer science, UW-Madison Graduate School, has seriously explored that question.

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