Is AI the Future of Green Energy?

Green energy is essential in the fight against climate change. The world needs to use less power and switch to less harmful sources, but that’s more complicated than it initially seems. AI could prove to be the missing part of the puzzle. Experts have identified over…

Writesonic Review: Can AI Get My Article to #1 on Google?

As a freelance writer and SEO specialist, I’ve been fascinated with AI writing generators. After testing and reviewing multiple, I’ve seen first-hand how much they can streamline the writing process and improve content quality. An AI writing generator that I’ve recently come across is Writesonic. Some…

Multiple AI models help robots execute complex plans more transparently

Your daily to-do list is likely pretty straightforward: wash the dishes, buy groceries, and other minutiae. It’s unlikely you wrote out “pick up the first dirty dish,” or “wash that plate with a sponge,” because each of these miniature steps within the chore feels intuitive. While we can routinely complete each step without much thought, a robot requires a complex plan that involves more detailed outlines.

MIT’s Improbable AI Lab, a group within the Computer Science and Artificial Intelligence Laboratory (CSAIL), has offered these machines a helping hand with a new multimodal framework: Compositional Foundation Models for Hierarchical Planning (HiP), which develops detailed, feasible plans with the expertise of three different foundation models. Like OpenAI’s GPT-4, the foundation model that ChatGPT and Bing Chat were built upon, these foundation models are trained on massive quantities of data for applications like generating images, translating text, and robotics.

Unlike RT2 and other multimodal models that are trained on paired vision, language, and action data, HiP uses three different foundation models each trained on different data modalities. Each foundation model captures a different part of the decision-making process and then works together when it’s time to make decisions. HiP removes the need for access to paired vision, language, and action data, which is difficult to obtain. HiP also makes the reasoning process more transparent.

What’s considered a daily chore for a human can be a robot’s “long-horizon goal” — an overarching objective that involves completing many smaller steps first — requiring sufficient data to plan, understand, and execute objectives. While computer vision researchers have attempted to build monolithic foundation models for this problem, pairing language, visual, and action data is expensive. Instead, HiP represents a different, multimodal recipe: a trio that cheaply incorporates linguistic, physical, and environmental intelligence into a robot.

“Foundation models do not have to be monolithic,” says NVIDIA AI researcher Jim Fan, who was not involved in the paper. “This work decomposes the complex task of embodied agent planning into three constituent models: a language reasoner, a visual world model, and an action planner. It makes a difficult decision-making problem more tractable and transparent.”

The team believes that their system could help these machines accomplish household chores, such as putting away a book or placing a bowl in the dishwasher. Additionally, HiP could assist with multistep construction and manufacturing tasks, like stacking and placing different materials in specific sequences.

Evaluating HiP

The CSAIL team tested HiP’s acuity on three manipulation tasks, outperforming comparable frameworks. The system reasoned by developing intelligent plans that adapt to new information.

First, the researchers requested that it stack different-colored blocks on each other and then place others nearby. The catch: Some of the correct colors weren’t present, so the robot had to place white blocks in a color bowl to paint them. HiP often adjusted to these changes accurately, especially compared to state-of-the-art task planning systems like Transformer BC and Action Diffuser, by adjusting its plans to stack and place each square as needed.

Another test: arranging objects such as candy and a hammer in a brown box while ignoring other items. Some of the objects it needed to move were dirty, so HiP adjusted its plans to place them in a cleaning box, and then into the brown container. In a third demonstration, the bot was able to ignore unnecessary objects to complete kitchen sub-goals such as opening a microwave, clearing a kettle out of the way, and turning on a light. Some of the prompted steps had already been completed, so the robot adapted by skipping those directions.

A three-pronged hierarchy

HiP’s three-pronged planning process operates as a hierarchy, with the ability to pre-train each of its components on different sets of data, including information outside of robotics. At the bottom of that order is a large language model (LLM), which starts to ideate by capturing all the symbolic information needed and developing an abstract task plan. Applying the common sense knowledge it finds on the internet, the model breaks its objective into sub-goals. For example, “making a cup of tea” turns into “filling a pot with water,” “boiling the pot,” and the subsequent actions required.

“All we want to do is take existing pre-trained models and have them successfully interface with each other,” says Anurag Ajay, a PhD student in the MIT Department of Electrical Engineering and Computer Science (EECS) and a CSAIL affiliate. “Instead of pushing for one model to do everything, we combine multiple ones that leverage different modalities of internet data. When used in tandem, they help with robotic decision-making and can potentially aid with tasks in homes, factories, and construction sites.”

These models also need some form of “eyes” to understand the environment they’re operating in and correctly execute each sub-goal. The team used a large video diffusion model to augment the initial planning completed by the LLM, which collects geometric and physical information about the world from footage on the internet. In turn, the video model generates an observation trajectory plan, refining the LLM’s outline to incorporate new physical knowledge.

This process, known as iterative refinement, allows HiP to reason about its ideas, taking in feedback at each stage to generate a more practical outline. The flow of feedback is similar to writing an article, where an author may send their draft to an editor, and with those revisions incorporated in, the publisher reviews for any last changes and finalizes.

In this case, the top of the hierarchy is an egocentric action model, or a sequence of first-person images that infer which actions should take place based on its surroundings. During this stage, the observation plan from the video model is mapped over the space visible to the robot, helping the machine decide how to execute each task within the long-horizon goal. If a robot uses HiP to make tea, this means it will have mapped out exactly where the pot, sink, and other key visual elements are, and begin completing each sub-goal.

Still, the multimodal work is limited by the lack of high-quality video foundation models. Once available, they could interface with HiP’s small-scale video models to further enhance visual sequence prediction and robot action generation. A higher-quality version would also reduce the current data requirements of the video models.

That being said, the CSAIL team’s approach only used a tiny bit of data overall. Moreover, HiP was cheap to train and demonstrated the potential of using readily available foundation models to complete long-horizon tasks. “What Anurag has demonstrated is proof-of-concept of how we can take models trained on separate tasks and data modalities and combine them into models for robotic planning. In the future, HiP could be augmented with pre-trained models that can process touch and sound to make better plans,” says senior author Pulkit Agrawal, MIT assistant professor in EECS and director of the Improbable AI Lab. The group is also considering applying HiP to solving real-world long-horizon tasks in robotics.

Ajay and Agrawal are lead authors on a paper describing the work. They are joined by MIT professors and CSAIL principal investigators Tommi Jaakkola, Joshua Tenenbaum, and Leslie Pack Kaelbling; CSAIL research affiliate and MIT-IBM AI Lab research manager Akash Srivastava; graduate students Seungwook Han and Yilun Du ’19; former postdoc Abhishek Gupta, who is now assistant professor at University of Washington; and former graduate student Shuang Li PhD ’23.

The team’s work was supported, in part, by the National Science Foundation, the U.S. Defense Advanced Research Projects Agency, the U.S. Army Research Office, the U.S. Office of Naval Research Multidisciplinary University Research Initiatives, and the MIT-IBM Watson AI Lab. Their findings were presented at the 2023 Conference on Neural Information Processing Systems (NeurIPS).

YoloLiv YoloBox Ultra Tutorial: Activating NDI – Videoguys

Learn how to activate NDI on your YoloBox Ultra with this comprehensive guide. Seamlessly integrate your device for enhanced live streaming and video production. Follow the step-by-step process, including payment options and submission details, to unlock the full potential of NDI on your YoloBox Ultra. The blog post titled “Activating NDI on YoloBox Ultra: A Step-by-Step Guide” by Meredith Jia for YoloLiv provides a comprehensive guide to unlocking the NDI (Network Device Interface) feature on the YoloBox Ultra device. Here’s a summary of the key points:

  1. Understanding the Activation Process:

    • To activate NDI on YoloBox Ultra, a license must be purchased from YoloLiv at a cost of $99.
    • Two payment options are available: PayPal transfer or bank transfer.
  2. Payment Options:

    • PayPal Transfer: Make a $99 payment to contact@yololiv.com through PayPal.
    • Bank Transfer: Choose a bank transfer option using the provided details
  3. Submitting Details for Activation:

    • After payment, gather necessary information: a screenshot of the transaction and the YoloBox Ultra serial number.
    • Send an email to contact@yololiv.com with the collected information for validation.
  4. Verification and Activation:

    • The YoloLiv support team verifies the transaction and device serial number.
    • Upon validation, they activate the full version of NDI for the YoloBox Ultra.
  5. Enjoy NDI Functionality:

    • Once activated, the YoloBox Ultra gains enhanced capabilities, allowing seamless integration into various video production setups.
  6. Conclusion:

    • Activating NDI on YoloBox Ultra is described as a straightforward process that enhances live streaming and video production capabilities.
    • By following the provided steps and submitting the required information, users can fully utilize the potential of their YoloBox Ultra.
  7. Additional Update:

    • As of the current moment, NDI support is exclusive to the YoloBox Ultra model.
    • There are plans to extend NDI support to future models like YoloBox Pro and YoloBox Mini, indicating potential expanded functionalities across the YoloBox product line.
    • Exciting developments are anticipated, promising more impressive capabilities in future YoloBox iterations.

In summary, the blog post guides users through the activation process, from payment to verification, enabling them to leverage the NDI feature on their YoloBox Ultra for enhanced video production and streaming experiences.

Read the full blog post by Meredith Jia for YoloLiv HERE

Co-creating climate futures with real-time data and spatial storytelling

Virtual story worlds and game engines aren’t just for video games anymore. They are now tools for scientists and storytellers to digitally twin existing physical spaces and then turn them into vessels to dream up speculative climate stories and build collective designs of the future. That’s the theory and practice behind the MIT WORLDING initiative.

Twice this year, WORLDING matched world-class climate story teams working in XR (extended reality) with relevant labs and researchers across MIT. One global group returned for a virtual gathering online in partnership with Unity for Humanity, while another met for one weekend in person, hosted at the MIT Media Lab.

“We are witnessing the birth of an emergent field that fuses climate science, urban planning, real-time 3D engines, nonfiction storytelling, and speculative fiction, and it is all fueled by the urgency of the climate crises,” says Katerina Cizek, lead designer of the WORLDING initiative at the Co-Creation Studio of MIT Open Documentary Lab. “Interdisciplinary teams are forming and blossoming around the planet to collectively imagine and tell stories of healthy, livable worlds in virtual 3D spaces and then finding direct ways to translate that back to earth, literally.”

At this year’s virtual version of WORLDING, five multidisciplinary teams were selected from an open call. In a week-long series of research and development gatherings, the teams met with MIT scientists, staff, fellows, students, and graduates, as well as other leading figures in the field. Guests ranged from curators at film festivals such as Sundance and Venice, climate policy specialists, and award-winning media creators to software engineers and renowned Earth and atmosphere scientists. The teams heard from MIT scholars in diverse domains, including geomorphology, urban planning as acts of democracy, and climate researchers at MIT Media Lab.

Mapping climate data

“We are measuring the Earth’s environment in increasingly data-driven ways. Hundreds of terabytes of data are taken every day about our planet in order to study the Earth as a holistic system, so we can address key questions about global climate change,” explains Rachel Connolly, an MIT Media Lab research scientist focused in the “Future Worlds” research theme, in a talk to the group. “Why is this important for your work and storytelling in general? Having the capacity to understand and leverage this data is critical for those who wish to design for and successfully operate in the dynamic Earth environment.”

Making sense of billions of data points was a key theme during this year’s sessions. In another talk, Taylor Perron, an MIT professor of Earth, atmospheric and planetary sciences, shared how his team uses computational modeling combined with many other scientific processes to better understand how geology, climate, and life intertwine to shape the surfaces of Earth and other planets. His work resonated with one WORLDING team in particular, one aiming to digitally reconstruct the pre-Hispanic Lake Texcoco — where current day Mexico City is now situated — as a way to contrast and examine the region’s current water crisis.

Democratizing the future

While WORLDING approaches rely on rigorous science and the interrogation of large datasets, they are also founded on democratizing community-led approaches.

MIT Department of Urban Studies and Planning graduate Lafayette Cruise MCP ’19 met with the teams to discuss how he moved his own practice as a trained urban planner to include a futurist component involving participatory methods. “I felt we were asking the same limited questions in regards to the future we were wanting to produce. We’re very limited, very constrained, as to whose values and comforts are being centered. There are so many possibilities for how the future could be.”

Scaling to reach billions

This work scales from the very local to massive global populations. Climate policymakers are concerned with reaching billions of people in the line of fire. “We have a goal to reach 1 billion people with climate resilience solutions,” says Nidhi Upadhyaya, deputy director at Atlantic Council’s Adrienne Arsht-Rockefeller Foundation Resilience Center. To get that reach, Upadhyaya is turning to games. “There are 3.3 billion-plus people playing video games across the world. Half of these players are women. This industry is worth $300 billion. Africa is currently among the fastest-growing gaming markets in the world, and 55 percent of the global players are in the Asia Pacific region.” She reminded the group that this conversation is about policy and how formats of mass communication can be used for policymaking, bringing about change, changing behavior, and creating empathy within audiences.

Socially engaged game development is also connected to education at Unity Technologies, a game engine company. “We brought together our education and social impact work because we really see it as a critical flywheel for our business,” said Jessica Lindl, vice president and global head of social impact/education at Unity Technologies, in the opening talk of WORLDING. “We upscale about 900,000 students, in university and high school programs around the world, and about 800,000 adults who are actively learning and reskilling and upskilling in Unity. Ultimately resulting in our mission of the ‘world is a better place with more creators in it,’ millions of creators who reach billions of consumers — telling the world stories, and fostering a more inclusive, sustainable, and equitable world.”

Access to these technologies is key, especially the hardware. “Accessibility has been missing in XR,” explains Reginé Gilbert, who studies and teaches accessibility and disability in user experience design at New York University. “XR is being used in artificial intelligence, assistive technology, business, retail, communications, education, empathy, entertainment, recreation, events, gaming, health, rehabilitation meetings, navigation, therapy, training, video programming, virtual assistance wayfinding, and so many other uses. This is a fun fact for folks: 97.8 percent of the world hasn’t tried VR [virtual reality] yet, actually.”

Meanwhile, new hardware is on its way. The WORLDING group got early insights into the highly anticipated Apple Vision Pro headset, which promises to integrate many forms of XR and personal computing in one device. “They’re really pushing this kind of pass-through or mixed reality,” said Dan Miller, a Unity engineer on the poly spatial team, collaborating with Apple, who described the experience of the device as “You are viewing the real world. You’re pulling up windows, you’re interacting with content. It’s a kind of spatial computing device where you have multiple apps open, whether it’s your email client next to your messaging client with a 3D game in the middle. You’re interacting with all these things in the same space and at different times.”

“WORLDING combines our passion for social-impact storytelling and incredible innovative storytelling,” said Paisley Smith of the Unity for Humanity Program at Unity Technologies. She added, “This is an opportunity for creators to incubate their game-changing projects and connect with experts across climate, story, and technology.”

Meeting at MIT

In a new in-person iteration of WORLDING this year, organizers collaborated closely with Connolly at the MIT Media Lab to co-design an in-person weekend conference Oct. 25 – Nov. 7 with 45 scholars and professionals who visualize climate data at NASA, the National Oceanic and Atmospheric Administration, planetariums, and museums across the United States.

A participant said of the event, “An incredible workshop that had had a profound effect on my understanding of climate data storytelling and how to combine different components together for a more [holistic] solution.”

“With this gathering under our new Future Worlds banner,” says Dava Newman, director of the MIT Media Lab and Apollo Program Professor of Astronautics chair, “the Media Lab seeks to affect human behavior and help societies everywhere to improve life here on Earth and in worlds beyond, so that all — the sentient, natural, and cosmic — worlds may flourish.” 

“WORLDING’s virtual-only component has been our biggest strength because it has enabled a true, international cohort to gather, build, and create together. But this year, an in-person version showed broader opportunities that spatial interactivity generates — informal Q&As, physical worksheets, and larger-scale ideation, all leading to deeper trust-building,” says WORLDING producer Srushti Kamat SM ’23.

The future and potential of WORLDING lies in the ongoing dialogue between the virtual and physical, both in the work itself and in the format of the workshops.

Apple’s $3,500 Vision Pro VR Headset Launches Next Month

The virtual reality market, while not as niche as it was years ago, is still a relatively small one. Even Sony’s PlayStation VR2 launch last year seemed to come and go with little fanfare (and even less support for the platform nearly a year later). However, tech giant Apple is making its own case for VR and it’s doing so with the $3,500 Vision Pro headset launching next month. 

While we’ve known about the headset and its, frankly, absurd price since last year, today, the company announced that preorders for it will begin on Friday, January 19, with a launch on February 2. 

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“The era of spatial computing has arrived,” Apple CEO Tim Cook writes in a new blog post. “Apple Vision Pro is the most advanced consumer electronics device ever created. Its revolutionary and magical user interface will redefine how we connect, create, and explore.” 

Touching on what Cook writes in that press release, unlike Sony, Meta, and other VR headset makers, Apple is focusing less on the gaming side of the platform and more on its integration into our everyday lives, including work; hence the “era of spatial computing.” Vision Pro aims to blend digital content with the physical world using its visionOS which allows users to control a virtual UI overlayed on a real space using their eyes, hands, and voice. New “spatial” games include Game Room, What the Golf?, and Super Fruit Ninja. 

Apple is rolling out a new App Store to provide users with “more than 1 million compatible apps across iOS and iPadOS, as well as new experiences that take advantage of the unique capabilities of Vision Pro,” too. Users can interact with apps by tapping their fingers to select, flicking their wrist to scroll, or using a virtual keyboard or dictation to type, the company says. And Apple’s own Siri assistant can open and close apps, play media, and complete other tasks with just a users’ voice. 

Apple’s new Persona (not that one) feature creates virtual avatars of users for use during FaceTime calls and more, and it’s something to behold.

Apple Vision Pro VR Headset $3500 Price Launch February Release Date

“If a user is wearing Vision Pro on FaceTime, they appear as their Persona, while others joining from a Mac, iPad, or iPHone will appear in a tile,” the blog reads. “Persona is an authentic spatial representation of an Apple Vision Pro user that enables others on a call to see their facial expressions and hand movements, all in real time.” 

The company says Persona works with third-party video-conferencing apps, too, including Zoom and Microsoft Teams. 

Perhaps the most eye-catching aspect of the Vision Pro, other than its price, is its EyeSight feature. When a person approaches someone wearing the VR headset, the device looks transparent, letting users display their eyes to those in front of them. It’s certainly something: 

Apple Vision Pro VR Headset $3500 Price Launch February Release Date

“When a user is immersed in an environment or using an app, EyeSight gives visual clues to others about what the user is focused on,” the blog reads. 

The Apple Vision Pro VR headset will be available for preorder for $3,500 starting January 19 before it launches on February 2. 


Are you interested in picking up an Apple Vision Pro? Let us know in the comments below!

Technique could efficiently solve partial differential equations for numerous applications

In fields such as physics and engineering, partial differential equations (PDEs) are used to model complex physical processes to generate insight into how some of the most complicated physical and natural systems in the world function.

To solve these difficult equations, researchers use high-fidelity numerical solvers, which can be very time-consuming and computationally expensive to run. The current simplified alternative, data-driven surrogate models, compute the goal property of a solution to PDEs rather than the whole solution. Those are trained on a set of data that has been generated by the high-fidelity solver, to predict the output of the PDEs for new inputs. This is data-intensive and expensive because complex physical systems require a large number of simulations to generate enough data. 

In a new paper, “Physics-enhanced deep surrogates for partial differential equations,” published in December in Nature Machine Intelligence, a new method is proposed for developing data-driven surrogate models for complex physical systems in such fields as mechanics, optics, thermal transport, fluid dynamics, physical chemistry, and climate models.

The paper was authored by MIT’s professor of applied mathematics Steven G. Johnson along with Payel Das and Youssef Mroueh of the MIT-IBM Watson AI Lab and IBM Research; Chris Rackauckas of Julia Lab; and Raphaël Pestourie, a former MIT postdoc who is now at Georgia Tech. The authors call their method “physics-enhanced deep surrogate” (PEDS), which combines a low-fidelity, explainable physics simulator with a neural network generator. The neural network generator is trained end-to-end to match the output of the high-fidelity numerical solver.

“My aspiration is to replace the inefficient process of trial and error with systematic, computer-aided simulation and optimization,” says Pestourie. “Recent breakthroughs in AI like the large language model of ChatGPT rely on hundreds of billions of parameters and require vast amounts of resources to train and evaluate. In contrast, PEDS is affordable to all because it is incredibly efficient in computing resources and has a very low barrier in terms of infrastructure needed to use it.”

In the article, they show that PEDS surrogates can be up to three times more accurate than an ensemble of feedforward neural networks with limited data (approximately 1,000 training points), and reduce the training data needed by at least a factor of 100 to achieve a target error of 5 percent. Developed using the MIT-designed Julia programming language, this scientific machine-learning method is thus efficient in both computing and data.

The authors also report that PEDS provides a general, data-driven strategy to bridge the gap between a vast array of simplified physical models with corresponding brute-force numerical solvers modeling complex systems. This technique offers accuracy, speed, data efficiency, and physical insights into the process.

Says Pestourie, “Since the 2000s, as computing capabilities improved, the trend of scientific models has been to increase the number of parameters to fit the data better, sometimes at the cost of a lower predictive accuracy. PEDS does the opposite by choosing its parameters smartly. It leverages the technology of automatic differentiation to train a neural network that makes a model with few parameters accurate.”

“The main challenge that prevents surrogate models from being used more widely in engineering is the curse of dimensionality — the fact that the needed data to train a model increases exponentially with the number of model variables,” says Pestourie. “PEDS reduces this curse by incorporating information from the data and from the field knowledge in the form of a low-fidelity model solver.”

The researchers say that PEDS has the potential to revive a whole body of the pre-2000 literature dedicated to minimal models — intuitive models that PEDS could make more accurate while also being predictive for surrogate model applications.

“The application of the PEDS framework is beyond what we showed in this study,” says Das. “Complex physical systems governed by PDEs are ubiquitous, from climate modeling to seismic modeling and beyond. Our physics-inspired fast and explainable surrogate models will be of great use in those applications, and play a complementary role to other emerging techniques, like foundation models.”

The research was supported by the MIT-IBM Watson AI Lab and the U.S. Army Research Office through the Institute for Soldier Nanotechnologies.