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November 3, 2004: The autonomic army (third of four parts) - Intelligent software systems could put machines on the front lines instead of human beings, but analysts wonder whether killer robots are the military's best solution. By Fawzia Sheikh. ITBusiness.ca.
"... autonomous intelligent systems. These are essentially software systems that can operate with 'a greater independence of human input,' explained Bruce Digney, a defence scientist at Defence R&D Canada-Suffield in Alberta. His team is developing these technologies for the country’s military ground vehicles, although they can also be fitted into unmanned air (UAV) and marine vehicles. Even Digney acknowledged the obstacles to putting this technology, which may be equipped with missiles, on to the world’s battlefields: 'If you have a machine that's making decisions in the world for itself, how do you gain some trust, especially if you're . . . expected to put your life in the decisions of that machine?' ... Ottawa-based Frontline Robotics Inc., which is developing these technologies, believes one of the greatest impediments to using these systems is asking the robots, or vehicles, to operate in an unconstrained world model in which 'you just literally drop it in the middle of nowhere and have it try to figure out what it can do next' -- a method requiring a great deal of computational power, said president and CEO Richard Lepack. Rather, he said, robots can better perform in a defined environment that limits the number of variables. There are, of course, advantages to a greater adoption of defence-related robotics, Lepack explained. Most notably, although an enemy or an intruder can destroy a robot, 'it's a lot better than taking out a soldier.'"
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November 4, 2004: Humanoid domestic robots on sale next year - As technology improves, the devices will evolve into chatty companions for sick or elderly people living on their own, says maker of the R30000 Nuvo. By the Information Technology Editor. Business Day.
"Next year, ZMP will release the first commercially available humanoid robot designed for home use. Nuvo will cost about R30000, and will contain enough artificial intelligence to hold short conversations using voice recognition technologies. It will also serve as a watchdog, transmitting images of what it sees around the house to the owner's cellphone. This week ZMP is demonstrating Pino, a more basic robot, at the International Science Innovation & Technology Exhibition (Insite) in Midrand. ... As technology improves, the robots will evolve into chatty companions for sick or elderly people living on their own, [Hiroshi] Kaminaga says. 'That could be the killer application for the next generation of robots." When he talks of "killer applications', he is using technology jargon for an idea so compelling that everyone has to have it. Yet anyone spooked by I, Robot may fear that the machines will take the idea of a killer application too literally. The variety of technologies on show at the inaugural Insite exhibition should kindle the interest of young black people in scientific careers, hopes Science and Technology Minister Mosibudi Mangena. Insite will also promote science and technology collaboration and let experts network within a showcase for their developments, he says."
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November 7, 2004: Hoping to be heard - During the next several months, The Sun will follow a tiny Columbia firm that thinks it has the technology to replace a keyboard and a mouse with the human voice. By Tricia Bishop. baltimoresun.com (no fee reg. req'd.).
"This is it. It's real. A decades-old doctoral dissertation has grown into an actual product supported by a fledgling company, which on this early autumn day is being unveiled in a windowless ballroom several stories above the cab-choked streets of Times Square. The guys from Sonum Technologies Inc. are confident, but fidgety. ... Human beings have long chased, or at least romanticized, the essence of Sonum's technology. Artificial intelligence - machines interacting and conversing with humans - has been glorified in science-fiction and popular culture for at least a half-century: the Jetsons' relationship with their robot maid in the 1960s cartoon series.... But reality hasn't yet come close to the fiction. Some machines can take dictation, but the programs are often unreliable and don't involve real communication or interaction. Others, like those associated with voice-activated telephone menus, accept spoken commands, but are typically driven by a few key words. They don't understand the stammers and stalls, 'uhms,' 'likes,' and grammatical errors of everyday - or natural - speech. And no one has been able to figure out how to make them do so - until now, Sonum contends. The algorithms and programming processes beneath its software aim to teach machines the human language: how to understand it, interpret it and respond appropriately. Some outside experts maintain that this is an impossible goal. Others have tried to attain it, failed and given up, or at the very least shifted direction. Today, Sonum's four-person full-time technical staff is competing with researchers at major education institutions and technology businesses like Microsoft, who are still working on the project. But most of their competitors no longer claim - as Sonum does - the goal of a type of artificial intelligence that would enable users to completely control computers through speech. ... [Sonum's] goal is to enable anything, even an entire operating system, to be run through natural speech. The company's patent-pending processor, developed by Ford, is based on the way the human brain organizes information. It has been fed a huge vocabulary along with ways to interpret phrases through repeated simplification and classification. Words and their meanings are assigned numbered codes that the computer can understand and act upon."
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November 8, 2004: This 'halo' isn't for angels. By Todd Burbo. The Columbia Chronicle Online.
"The story of Halo, and Bungie, the game developer behind the smash hit, is proof of that. And with anticipation for Halo 2’s Nov. 9 release at an all-time high for a video game, it is clear that Bungie has evolved into one of the industry giants. As Frank Crist, a faculty member in Columbia’s Academic Computing Department, said, 'Halo 2 is the most highly anticipated game -- ever.' ... 'Halo did something other shooters failed to accomplish,' said Octavio Nevarez, avid gamer and employee of EB Games. '[Its subtle] Combat Evolved really meant that the developers spent a lot of time building the artificial intelligence. The enemies really strategize, take cover and work as a team. In other shooters, you’re just running and gunning, there’s no thought. Halo added real strategy to first person shooters.' ... Halo has since been labeled a classic, given perfect ratings and reviews by nearly every publication in the business. All eyes are on Bungie for the next generation, but how can they possibly improve on perfection? They found a way. ... Gameplay has improved with the addition of 'dual wielding' (the ability to use two weapons at once), enhanced artificial intelligence from both enemy and friendly characters, and interactive multiplayer environments."
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November 9, 2004: Dancing to That Robotic Engineering Beat. By Chris Hedges. The New York Times (no fee reg. req'd.).
"[Prof. Naomi Ehrich Leonard] has been able to transcend the boundaries of her physical surroundings, as well as the traditional boundaries of her discipline, as a professor of mechanical and aerospace engineering. She has interwoven control theory, fluid mechanics, robotics, computer science, oceanography and biology. Her work has shattered barriers and helped her design new sensing systems that replicate the coordinated behavior of flocks of birds and schools of fish. The advances she has made, which recently led to her being awarded a MacArthur fellowship worth $500,000, have been found to apply far beyond robotics, extending control theory to all mechanical systems. 'It comes from having many interests,' she said modestly. ... Professor Leonard's field is not one that has traditionally attracted women, something she is trying to change by helping Princeton recruit prospective engineers. 'People hear the term mechanical engineering and they think we wear jumpsuits, carry wrenches and fix cars,' she said. 'It is hard to enter a field where they are few other women, but once we get people to think beyond these old-fashioned labels, once we show people how engineering is interdisciplinary, how it can be a bridge even into the humanities, we will attract diverse students. We need people who think broadly and deeply.'"
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November 10, 2004: Birmingham in €6m AI project. By Harry Yeates. ElectronicsWeekly.com.
"Researchers in artificial intelligence (AI) at the University of Birmingham are participating in a €6.25m, four-year European project to develop a cognitive robot. One of the project's aims is to help throw some light on human cognition. The plan is to take the various AI systems that have so far been realised in some form or other ('natural language' systems that process human voice inputs and can use bits of our grammar and machine vision) and create a robot that combines those cognitive abilities. 'The idea is to put it all back together, and that's what's hard,' said Dr Jeremy Wyatt, a lecturer in computer science at Birmingham."
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November 10, 2004: A New Way Out of the Prisoner’s Dilemma: Cheat. Software agents use a strategy of covert collusion to win game theory championship; auctioneers beware. By Camberley Crick. IEEE Spectrum Online.
"Within a certain obsessive breed of computer scientists, the geek equivalent of the World Series is a little known tournament called the Iterated Prisoner’s Dilemma Competition. Academics from around the globe struggle to devise the best strategy for tackling one of the fundamental problems in game theory, Prisoner’s Dilemma, and then build artificially intelligent software 'robots' to play their strategies in a competitive round-robin tournament. As it turns out, real-world situations from live auctions to nuclear standoffs can bear striking resemblance to this very simple game, and so it was no small matter when this year the longstanding champion of Iterated Prisoner’s Dilemma had to settle for silver. A team of robots submitted by computer scientists from Southampton University, in England, used conspiracy and collusion to sweep this year’s competition stealing the crown from the 20-year reigning incumbent, a simple strategy called Tit for Tat."
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November 11, 2004: Local programmer toys with success. By Holly Lake. Ottawa Sun Online.
"Getting laid off by Corel in 2002 was the best thing that ever happened to Robin Burgener. He vowed to his wife he wouldn't serve 'another 20-year sentence in a cubicle,' and instead devoted himself to taking a game he created in 1988 a step further. ... Yesterday, 20Q -- the first hand-held game that uses artificial intelligence for the classic game of 20 questions -- was one of two toys named the Energizer Battery-Operated Toy of the Year by the Canadian Toy Testing Council (CTTC). It tied with Wow Wee's Robosapien, a programmable robot. 'Corel was great for me,' Burgener said of getting laid off. 'There's nothing like a swift kick to get you going.'"
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November 11, 2004: Emotional computing. By Ann Geracimos. The Washington Times.
"People talking back to a computer is common enough -- usually in a moment of pique or frustration. Getting the computer to respond in kind is a far different task, one that computer scientists are undertaking with various degrees of success and consternation. The challenge isn't simply a matter of inventing new software and sometimes hardware, difficult enough as that is, but also of coming to grips with some of the ethics involved. If computers are to have emotional components, what role would they play in everyday life? Do human beings really want an emotional relationship with a mechanical mind? The field is called 'affective technology.' ... The term 'affective technology' has different meanings for different groups around the country doing research on human interaction with computers. ... Computers don't have emotional intelligence yet, in the sense of being able to express emotion intelligently, points out Ms. [Rosalind W.] Picard, who wrote at length on the subject in a 1996 MITPress book called 'HAL's Legacy: 2001's Computer As Dream and Reality.' HAL, of course, was the anthropomorphic computer in Stanley Kubrick's 1968 movie '2001: A Space Odyssey.' Ms. Picard is especially interested in finding ways the technology could help children overcome frustrations in the learning process -- using the computer almost as a companion to work alongside the child who is attempting to process a great deal of information at once."
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November 12, 2004: Cyborg geologist explores Spain - Part human, part machine tests kit for planetary missions. By Philip Ball. news@science.com.
"European scientists have sent a 'cyborg' to roam the Spanish countryside as part of a mission to create robots that are good at exploring planets independently. Researchers at the Centre for Astrobiology near Madrid kitted out a human with a camcorder linked to a computer system programmed to look for interesting features in the landscape. The human merely did the donkey-work of carrying the hardware while the computer did the 'thinking'. On a planetary mission, a robotic vehicle such as NASA's rovers Spirit and Opportunity, currently touring the surface of Mars, would carry the hardware. ... Proponents of human space exploration often argue that robots are no match for trained astronauts and geologists in spotting promising study sites and responding to chance discoveries. But if the current work fulfils its promise, future robotic explorers will have a decision-making capacity similar to that of human experts. ... The system's mapping software, developed by the Madrid team and computer scientists at the University of Bielefeld, Germany, mimics the behaviour of real geologists scanning a new scene."
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November 13, 2004: Young guns in lab coats - They're fresh, they're smart and they're going to change our world. Here we introduce the brightest stars in medical science. By Mark Henderson, interviews by Seb Mackenzie-Wilson, and research by Zoe Strimpel. Times Online.
"Lisa Saksida, 34, Unravelling Alzheimer’s: What does she do? Saksida develops artificial intelligence (AI) and computer models in the department of experimental psychology at Cambridge University to research how human and animal brains learn and remember. Originally, she applied knowledge of how human beings think to give robots AI. Now she has reversed that approach and is applying her knowledge of computers to increase our understanding of the mind."
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November 13, 2004: PluggedIn: Smart New World of Digitoys. By Lucas van Grinsven. Reuters UK.
"Toy land is digitizing, and the victory march of GameBoy and computer games is just the tip of the iceberg. ... Smart toys came onto the market around five years ago, but Moore's Law of exponentially increasing computer power means manufacturers can put a lot more sensors, processors and memory into a plaything for the same amount of money, toy retailers say. ... One reason for the $20 billion a year U.S. toy industry becoming 'smarter' is that the video games generation is casting a shadow over traditional toys. Boys ages 5 to 12 spend more time playing video games than with each of the traditional toy categories, market researcher NPD Group found. ... Stirling University professor Lydia Plowman found that 'touchable technology', such as a soft toys, may encourage very young children to interact with computers and even improved social interactions. But she also found that a child's interest in talking toys, with a vocabulary of up to 10,000 words, diminished over a relatively short period. Most children learned little from talking toys and found they became monotonous or irritating, she noted. ... 'You can give a 3-year-old a toy train that moves by itself, but that doesn't support the child's development, because it won't have to choose if the train should go left or right at a junction,' says Norien Jansen, who owns a store Cedille in Amsterdam...."
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November 14, 2004: Editorial: Robots and us. The Japan Times Online.
"Personal robots have been a long time coming. ... [T]eams from Japan's Advanced Institute of Science and Technology and America's Purdue University have announced the launch recently of an ambitious four-year project to 'give humanoid robots the ability to behave and move more like human beings, to have the skill-learning capabilities of humans.' That last clause brings into focus the corner that robot technology is about to turn. The next generation of robots will not feature machines mindlessly performing pre-programmed tasks. It will -- so scientists hope -- feature machines that can adapt and learn. ... As has happened at every step on the road to the robotics revolution, there are those who fear what such developments might portend. It hardly matters that scientists are talking about endowing a robot with the dexterity of a human 6-year-old -- or the reflexes of a smart dog. In some people, the Frankenstein complex lurks so deep it is hard to persuade them that there is not something sinister in the rise of the robot helpers. ... Of all the nations involved in such research, Japan is the most inclined to approach it in a spirit of fun -- hence Aibo and QRIO and the other quirky assistants and companions dreamed up here. The United States, by contrast, has invented robotic military vehicles, vacuum cleaners, gardeners and pill dispensers -- all thoroughly utilitarian applications. According to some observers, however, there is more common ground between the two approaches than might seem apparent."
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November 14, 2004: New software to demolish the Tower of Babel on mobiles. By M. Rajendran. The Telegraph.
"Speak in Bengali, hear in Tamil. The digital world is working on a solution to break the Tower of Babel -- the biblical problem created by speakers of myriad tongues that ensured that no one understood the other. Soon, mobile users will be able to speak in their mother tongues -- and find the people at the other end are able to comprehend them because technology translates the spoken word into another language. The solution, which is being cobbled by the Centre for Development of Advance Computing (C-DAC), is expected to be commercially available three years from now. ... There is a big future for the new technology. [Shyam S.] Agrawal reckons that 'technology of speech and language translation will have a major impact on the economy and the world market. Like the telephone, everyone will like to have the voice synthesizer or voice recognition at home.' 'It will also help voice-based commands for physically challenged persons to undertake their daily activities. It will also have an easy consumer application like switching on a television with a voice command,' Agrawal said. ... The effort is also aimed to enhance the prospects for electronic governance. V. N. Shukla, director special application at C-DAC, said, 'With more than 22 official languages, we are uniquely positioned to develop products that can be used by other countries for text and speech interface.'"
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November 16, 2004: Video Games Grow Up. Radio broadcast of NPR's Talk of the Nation. Hosted by Joe Palca.
"Video or electronic games have long stopped being just for kids. The average age of game players today is 29 according to the Entertainment Software Association. Another sign of the industry's coming of age is the amount of money it generates. The electronic game industry made $10 billion last year, compared to Hollywood's $9.5 billion. Guests: Chris Anderson, the editor-in-chief of Wired; John Singleton, director of the film Boyz n the Hood; Sherry Turkel, professor of social studies of Science and Technology at MIT. Has been studying computer culture and games for 20 years. Author Life on the Screen: Identity in the Age of the Internet." Excerpt: "Palca: ... I'm sure there's no simple answer -- but is there any way to judge whether these video games are good or bad for us? Professor Turkel: Well, I think the point is not that they're good or bad; I think that they're powerful and they're very different in their effects on different kinds of people. For example, if you're a loner and yet you don't want to be alone, games can offer you the illusion of companionship without the threat of intimacy. ... On the other hand, there are some people who start to play a game like The Sims or The Sims Online -- the game where you create a character and build a character and form a parallel life; it's a little bit like being a god, says my daughter -- and you get a chance to work through issues or to act out issues. Some kids construct families that are like their families and get a chance to do things differently in the new families they create. Some kids get a chance to take their greatest fear and live it out in the game. In other words, it's very constructive. So I think that what -- I think you raised the issue of parents and how to think about it; I think that with the game form as with all forms you have to know your kids, you have to know the game, you have to look carefully at the match and really say what's happening...."
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November 17, 2004: FedEx Institute turns one. By John Scruggs. The Daily Helmsman Online.
"Major new developments marked the beginning of the first anniversary celebration of the FedEx Institute of Technology Tuesday. ... [Andy] Meyers also announced the affiliation of Michael Hawley, from the Media Laboratory at Massachusetts Institute of Technology, as director of special projects at F.I.T. ... U of M's state of the art building is home to researchers developing technologies that are cutting edge in the fields of artificial intelligence, intelligent systems and robotics. 'We build the best conversational systems in the world,' said Art Graesser, co-director of the Institute for Intelligent Systems. 'We're combining computer science with other mechanisms and using computers to model the mind.' ... 'There's going to be a land grab for markets in artificial intelligence,' [David] Hanson said as he stood beside Eva, the robotic face he developed. ... Hanson demonstrated Eva's ability to teach using AutoTutor programs."
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November 17, 2004: New horizons for robotics - European researchers have created the world's first multi-molecular shape-shifting robot, a development that could lead to new applications in areas such as medicine and space exploration. e4engineering.com.
"On display at IST 2004 in The Hague and being showcased today in Tokyo, the HYDRA project's robots have broken new ground in robotics and artificial intelligence through a simple but highly effective design that allows the devices to configure themselves into almost any shape and perform a variety of functions. ... Over the last three years the Maersk Institute, together with LEGO, the University of Edinburgh and the University of Zurich, developed two types of spherical modules, the ATRON and the HYDRON that can operate autonomously, communicate with each other and be programmed to take on virtually any shape and behaviour. The HYDRON was developed for use in fluids while the ATRON, which is the module being presented widely this week, was created for terrestrial use. ... 'Fundamentally, however, this is a research project through which we have proven that shape-shifting robots can be created,' [Henrik Hautop] Lund says. 'Now it's a question of letting people know about it and seeing what new horizons it opens up.'"
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November/December 2004: Moving AI Out of Its Infancy - Changing Our Preconceptions. By Steve Grand. IEEE Intelligent Systems (Vol. 19, No. 6). The full text is only available to non-subscribers for a limited time.
Abstract: "What we've learned about AI over the past 50 years is a lot about how not to build intelligent machines, explains Steve Grand. He argues that the critical breakthrough will require new and radical ideas at the most fundamental level. Consequently, he offers some of the deliberate provocations that stimulate his own research (a robot named Lucy)-provocations 'sufficiently misaligned with established wisdom to suggest interesting new directions.'"
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The Expansion
Slot
- Duke Robot Climbs to Victory in Madrid. Duke University / available from PhysOrg.com. November 4, 2004. "A wall-climbing, book-sized autonomous vehicle made by a Duke University team drove up a challenging vertical course to win first prize in an international competition Sept. 22-24 in Madrid. The student competition was part of the seventh annual International Conference on Climbing and Walking Robots. ... 'Robots that climb walls and cross ceilings can go where humans can’t," [Jason] Janet said. "They can do security and safety jobs like looking for bombs or finding cracks in a support beam or the wing of a jumbo jet.' ... Janet said Duke’s future robotics efforts include teaming with a group from Carnegie Mellon University for the DARPA (Defense Advanced Research Projects Agency) Grand Challenge to design a full-sized autonomous land vehicle and continuing the development of autonomous underwater vehicles."
- Putting a face to 'Big Brother.' By Roberto Belo. BBC News. November 8, 2004. "Literally putting a face on technology could be one of the keys to improving our interaction with hi-tech gadgets. Imagine a surveillance system that also presents a virtual embodiment of a person on a screen who can react to your behaviour, and perhaps even alert you to new e-mails. Basic versions of these so-called avatars already exist. Together with speech and voice recognition systems, they could replace the keyboard and mouse in the near future. Some of these ideas have been showcased at the London's Science Museum, as part of its Future Face exhibition."
- Gidday mate, need a hand? By Anna Saunders. November 8, 2004. The Dominion Post / Stuff. "More than two-thirds of New Zealanders would welcome robots to do chores around the house, according to a study of 750 people, commissioned by Honda. Most people wanted robots to help with housework, many wanted an extra mechanical hand with the washing up and some wanted a robot to mow the lawns."
- Artificial brain on lookout for leaks. By Seb Ramsay. Manchester Online. November 8, 2004. "An artficial intelligence system which will predict water and gas leaks in Manchester University's biggest buildings could save the institution millions every year. The computer system is being developed by Manchester firm, Information Prophets, to monitor any fluctuation in both plumbing and energy output throughout the campus. The computer network aims to use information from sensors including water and gas meters to build up and 'learn' a pattern of normal operation 24 hours a day. ... Engineers hope the 'neural network' will allow any change to be spotted immediately and alert the university to any problems the moment they happen - preventing costly bursts and failures before they occur."
- Students use Legos to study, understand disabilities. By Jennie Runevitch. WNDU-TV. November 10, 2004. "For most people, living life with a disability is hard to imagine, but a group of Berrien County youngsters is learning about the challenges firsthand. They’re also developing ways to help the disabled, with toys and technology, through a group called Gears in Motion. The children are nine through 13-year-olds, gearing up for a national Lego robotics competition, whose theme is helping the disabled through robotic technology."
- IT unravels tangled legal webs. The Australian; page B08. (subscription req'd.). November 10, 2004. "Remote dispute resolution is a fast-growing field that could provide a new direction for tech-savvy students. ... Melissa Conley Tyler, program manager at the International Conflict Resolution Centre at the University of Melbourne, says online dispute resolution is booming. There are now 115 online dispute resolution services worldwide that have resolved more than 1.5million disputes. Conley Tyler, who convened the third UN annual forum on online dispute resolution (ODR) at Melbourne University earlier this year, believes it is a field that could provide many job opportunities for a generation of technologically literate law students. ODR uses online and video conferencing and even artificial intelligence to facilitate negotiations. ... While Australian universities do not offer degrees in ODR, several universities have short courses. Bond University runs a semester-long course in online dispute resolution as part of its master of dispute resolution and master of laws."
- Software to discover new treatments. BJHC.co.uk (British Journal of Healthcare Computing & Information Management). November 15, 2004. "New treatments for patients could be found by a computer program that can 'read' thousands of clinical papers in minutes. Use of this artificial-intelligence software has already resulted in a new treatment for heart disease based on an anti-psychotic drug. Developed by scientists at the University of Texas South-western Medical Center in Dallas, the IRIDESCENT program uses data-mining techniques to discover potential new uses for existing therapies."
- In the News. By Danna Voth & Benjamin Alfonsi. IEEE Intelligent Systems. November/December 2004 (Vol. 19, No. 6). "Holonics in Manufacturing: Bringing Intelligence Closer to the Machine" and "No-Fly Zone - An team of roboticists and microbiologists have developed the EcoBot II, a small-scale robot that uses microbial fuel cells to convert dead flies into electrical energy to power itself.
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