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From: New Scientist Tech

 

AFTER buttoning up a lab coat, snapping on surgical gloves and spraying them with alcohol, I am deemed sanitary enough to view a robot's control system up close. Without such precautions, any fungal spores on my skin could infect it. "We've had that happen. They just stop working and die off," says Mark Hammond, the system's creator.

 

This is no ordinary robot control system - a plain old microchip connected to a circuit board. Instead, the controller nestles inside a small pot containing a pink broth of nutrients and antibiotics. Inside that pot, some 300,000 rat neurons have made - and continue to make - connections with each other.

 

As they do so, the disembodied neurons are communicating, sending electrical signals to one another just as they do in a living creature. We know this because the network of neurons is connected at the base of the pot to 80 electrodes, and the voltages sparked by the neurons are displayed on a computer screen.

 

It's these spontaneous electrical patterns that researchers at the University of Reading in the UK want to harness to control a robot. If they can do so reliably, by stimulating the neurons with signals from sensors on the robot and using the neurons' response to get the robots to respond, they hope to gain insights into how brains function. Such insights might help in the treatment of conditions like Alzheimer's, Parkinson's disease and epilepsy.

 

"We're trying to understand what is going on inside this brain material that could have direct implications for human health," says Kevin Warwick, Reading's head of cybernetics, who is running the project with Hammond and Ben Whalley, both neuroscientists.

The team are far from alone in this aim. At a July conference on in-vitro recording technology in Reutlingen, Germany, teams from around the world presented projects on culturing brain material and plugging it into simulations and robots, or "animats" as they are known.

To create the "brain", the neural cortex from a rat fetus is surgically removed and disassociating enzymes applied to it to disconnect the neurons from each other. The researchers then deposit a slim layer of these isolated neurons into a nutrient-rich medium on a bank of electrodes, where they start reconnecting. They do this by growing projections that reach out to touch the neighbouring neurons. "It's just fascinating that they do this," says Steve Potter of the Georgia Institute of Technology in Atlanta, who pioneered the field of neurally controlled animats. "Clearly brain cells have evolved to reconnect under almost any circumstance that doesn't kill them."

 

After about five days, patterns of electrical activity can be detected as the neurons transmit signals around what has become a very dense mesh of axons and dendrites. The neurons seem to be randomly firing, producing pulses of voltage known as action potentials. Often, though, many or all of them will fire in unison, a phenomenon known as "bursting".

 

There are various views on what these bursts are. Some see them as pathological activity - akin to what happens in epilepsy - while others see them as the neural network expressing a stored memory. "I interpret them as seizure-like behaviour," says Potter. "I think the bursting is a function of sensory deprivation."

 

Like a creature with no limbs or senses, the cut-down brain is simply bursting out of boredom, says Whalley. "With no structured sensory input the hypothesis is that you get arbitrarily random and quite often detrimental activity because all these cells are asking for some kind of direction."

 

To test this notion, Potter's team "sprinkled" pulses of electricity across a number of contacts on the multi-electrode array (MEA), to simulate sensory inputs, and managed to significantly quell bursting activity. "It seems that sensory input is setting the background level of activity inside the brain," says Potter.

 

These results have encouraged the researchers to begin investigating disease pathology with robots controlled by the cortical cultures. If they can make a robot do something repeatedly by sending signals to the culture, and then alter the brain chemically, electrically or physically to upset this controllability, they hope to be able to work out some causes and effects that throw light on disorders such as Alzheimer's.

 

To do this, Whalley's colleagues Dimitris Xydas and Julia Downes started by connecting a culture to an ultrasound sensor in a wheeled robot. They then record the spikes of voltage produced at points within the culture when signals from the sensor are sent to it. When they find an area that fires consistently when the sensor input reaches it, those signals can be picked up by an electrode and used to, say, make the robot avoid an obstruction. For example, if the ultrasound sensor indicates "wall dead ahead" with a 1 volt signal, and a certain knot of neurons in the culture always generates a 100-microvolt action potential when that happens, the latter signal can be used to make the robot steer right or left to avoid the wall.

 

To do this, of course, they need to connect their brain culture to the robot. Because it is living material, it needs to be kept at body temperature, so the control system is placed in a temperature-controlled cabinet the size of a microwave oven and communicates with the robot over a Bluetooth radio link.

 

The robot then whirrs around a wooden corral, and in about 80 per cent of its interactions with the walls manages to successfully avoid them. The researchers now plan to plot neural connections before and after such extended journeys to see if the connections are strengthening, says Downes.

 

Read the complete article: Rise of the rat-brained robots


 

The Age Of Spiritual Machines is a book by futurist Ray Kurzweil about the future course of humanity, particularly relating to the development of artificial intelligence and its impact on human consciousness. It is also a study on the concept of technological singularity.

 

Future Predictions

2019

  • A $1,000 personal computer has as much raw power as the human brain.
  • The summed computational powers of all computers is comparable to the total brainpower of the human race.
  • Computers are embedded everywhere in the environment (inside of furniture, jewelry, walls, clothing, etc.).
  • People experience 3-D virtual reality through glasses and contact lenses that beam images directly to their retinas (retinal display). Coupled with an auditory source (headphones), users can remotely communicate with other people and access the Internet.
  • These special glasses and contact lenses can deliver "augmented reality" and "virtual reality" in three different ways. First, they can project "heads-up-displays" (HUDs) across the user's field of vision, superimposing images that stay in place in the environment regardless of the user's perspective or orientation. Second, virtual objects or people could be rendered in fixed locations by the glasses, so when the user's eyes look elsewhere, the objects appear to stay in their places. Third, the devices could block out the "real" world entirely and fully immerse the user in a virtual reality environment.
  • People communicate with their computers via two-way speech and gestures instead of with keyboards. Furthermore, most of this interaction occurs through computerized assistants with different personalities that the user can select or customize. Dealing with computers thus becomes more and more like dealing with a human being.
  • Most business transactions or information inquiries involve dealing with a simulated person.
  • Most people own more than one P.C., though the concept of what a "computer" is has changed considerably: Computers are no longer limited in design to laptops or CPUs contained in a large box connected to a monitor. Instead, devices with computer capabilities come in all sorts of unexpected shapes and sizes.
  • Cables connecting computers and peripherals have almost completely disappeared.
  • Rotating computer memories are no longer used.
  • Three-dimensional nanotube lattices are the dominant computing substrate.
  • Massively parallel neural nets and genetic algorithms are in wide use.
  • Destructive scans of the brain and noninvasive brain scans have allowed scientists to understand the brain much better. The algorithms that allow the relatively small genetic code of the brain to construct a much more complex organ are being transferred into computer neural nets.
  • Pinhead-sized cameras are everywhere.
  • Nanotechnology is more capable and is in use for specialized applications, yet it has not yet made it into the mainstream. "Nanoengineered machines" begin to be used in manufacturing.
  • Thin, lightweight, handheld displays with very high resolutions are the preferred means for viewing documents. The aforementioned computer eyeglasses and contact lenses are also used for this same purpose, and all download the information wirelessly.
  • Computers have made paper books and documents almost completely obsolete.
  • Most learning is accomplished through intelligent, adaptive courseware presented by computer-simulated teachers. In the learning process, human adults fill the counselor and mentor roles instead of being academic instructors. These assistants are often not physically present, and help students remotely.
  • Students still learn together and socialize, though this is often done remotely via computers.
  • All students have access to computers.

  • Most human workers spend the majority of their time acquiring new skills and knowledge.
  • Blind people wear special glasses that interpret the real world for them through speech. Sighted people also use these glasses to amplify their own abilities.
  • Retinal and neural implants also exist, but are in limited use because they are less useful.
  • Deaf people use special glasses that convert speech into text or signs, and music into images or tactile sensations. Cochlear and other implants are also widely used.
  • People with spinal cord injuries can walk and climb steps using computer-controlled nerve stimulation and exoskeletal robotic walkers.
  • Language translating machines are of much higher quality, and are routinely used in conversations.
  • Access to the Internet is completely wireless and provided by wearable or implanted computers.
  • Devices that deliver sensations to the skin surface of their users (i.e.--tight body suits and gloves) are also sometimes used in virtual reality to complete the experience. "Virtual sex"--in which two people are able to have sex with each other through virtual reality, or in which a human can have sex with a "simulated" partner that only exists on a computer--becomes a reality.
  • Just as visual- and auditory virtual reality have come of age, haptic technology has fully matured and is completely convincing, yet requires the user to enter a V.R. booth. It is commonly used for computer sex and remote medical examinations. It is the preferred sexual medium since it is safe and enhances the experience.
  • Worldwide economic growth has continued. There has not been a global economic collapse.
  • The vast majority of business interactions occur between humans and simulated retailers, or between a human's virtual personal assistant and a simulated retailer.
  • Household robots are ubiquitous and reliable.
  • Computers do most of the vehicle driving—-humans are in fact prohibited from driving on highways unassisted. Furthermore, when humans do take over the wheel, the onboard computer system constantly monitors their actions and takes control whenever the human drives recklessly. As a result, there are very few transportation accidents.
  • Prototype personal flying vehicles using microflaps exist. They are also primarily computer-controlled.
  • Humans are beginning to have deep relationships with automated personalities, which hold some advantages over human partners. The depth of some computer personalities convinces some people that they should be accorded more rights.
  • Public places and workplaces are ubiquitously monitored to prevent violence and all actions are recorded permanently. Personal privacy is a major political issue, and some people protect themselves with unbreakable computer codes.
  • The basic needs of the underclass are met. (Not specified if this pertains only to the developed world or to all countries)
  • Computers are also found inside of some humans in the form of cybernetic implants. These are most commonly used by disabled people to regain normal physical faculties (i.e. - Retinal implants allow the blind to see and spinal implants coupled with mechanical legs allow the paralyzed to walk).
  • Most roads now have automated driving systems--networks of monitoring and communication devices that allow computer-controlled automobiles to safely navigate.
  • Human-robot relationships begin as simulated personalities become more convincing.
  • Virtual artists--creative computers capable of making their own art and music--emerge in all fields of the arts.
  • While a growing number of humans believe that their computers and the simulated personalities they interact with are intelligent to the point of human-level consciousness, experts dismiss the possibility that any could pass the Turing Test.
  • Ubiquitous connectivity high bandwidth communications connection to the Internet at all times
  • Interaction with virtual personalities as a primary interface
  • Effective language technologies (natural language processing, speech recognition, speech synthesis)


 

2029

2049

2072

2099

Thousands of years from now