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As we enter the era of longevity economics, the desire for longer life spans and health spans is increasingly prevalent. Recognizing the importance of longevity planning (LP) has become particularly significant, as individuals seek to enhance lifespan quality starting at younger ages. This article explores how 12 LP blocks (LPBs) can serve as boundary objects (BOs) to facilitate conversations and identify user needs in LP services. Using constructivist grounded theory, this research analyzes data from 69 in-person experiments at MIT AgeLab, across adulthood (25–54 years), preretirement (55–64 years) and postretirement (65–74 years). Through a qualitative data analysis supported by a comparison of surveys, the authors identified and clustered 51 initial codes, 15 focused codes, 5 axial codes and 1 thematic code. This led to the development of four personas, each corresponding to one of the four types of BOs defined by Star in 1989: repositories, ideal types, terrains with coincident boundaries and forms and labels. The findings highlight the value and challenges of using LPBs as BOs to enhance LP service, ultimately contributing to design for longevity (D4L). This qualitative research aims to facilitate sensitive conversations and foster comprehension of D4L, positioning LPBs as components in creating LP services.
In recent years, there has been growing interest in developing robots and autonomous systems that can interact with human in a more natural and intuitive way. One of the key challenges in achieving this goal is to enable these systems to manipulate objects and tools in a manner that is similar to that of humans. In this paper, we propose a novel approach for learning human-style manipulation skills by using adversarial motion priors, which we name HMAMP. The approach leverages adversarial networks to model the complex dynamics of tool and object manipulation and the aim of the manipulation task. The discriminator is trained using a combination of real-world data and simulation data executed by the agent, which is designed to train a policy that generates realistic motion trajectories that match the statistical properties of human motion. We evaluated HMAMP on one challenging manipulation task: hammering, and the results indicate that HMAMP is capable of learning human-style manipulation skills that outperform current baseline methods. Additionally, we demonstrate that HMAMP has potential for real-world applications by performing real robot arm hammering tasks. In general, HMAMP represents a significant step towards developing robots and autonomous systems that can interact with humans in a more natural and intuitive way, by learning to manipulate tools and objects in a manner similar to how humans do.
The notion of sound space emerges as a multifaceted exploration within the music, artistic and architectural realms, delving into its evolution from a musical object to a transdisciplinary aesthetic event. Rooted in the interplay of sound and space, the term defies strict definition, reflecting a dynamic amalgamation of interpretations throughout its historical practices and conceptualisations. This article engages with different perspectives on the subject of sound space, bringing together a group of architects, sound engineers, artists and researchers – all of them dedicated to sound – to discuss the sensitive experience of listening to space, within material, and/or dematerialised realities. The methodology was based on a series of interviews, confronting their different points of view, therefore building a compelling retrospective around the subject of study. In this exploration, sound space emerges as a complex entity that transcends traditional boundaries, offering a unique lens through which practitioners redefine architecture, challenge perceptions and engage in a dynamic interplay between sound, space and the listener’s experience. The resulting territory is depicted as a rhizomatic system with diverse temporalities coexisting and influencing the understanding of sound space within phenomenal and material perspectives. It portrays a dynamic and evolving system, celebrating diversity and interaction in a transdisciplinary field.
Tensors are essential in modern day computational and data sciences. This book explores the foundations of tensor decompositions, a data analysis methodology that is ubiquitous in machine learning, signal processing, chemometrics, neuroscience, quantum computing, financial analysis, social science, business market analysis, image processing, and much more. In this self-contained mathematical, algorithmic, and computational treatment of tensor decomposition, the book emphasizes examples using real-world downloadable open-source datasets to ground the abstract concepts. Methodologies for 3-way tensors (the simplest notation) are presented before generalizing to d-way tensors (the most general but complex notation), making the book accessible to advanced undergraduate and graduate students in mathematics, computer science, statistics, engineering, and physical and life sciences. Additionally, extensive background materials in linear algebra, optimization, probability, and statistics are included as appendices.
Models for TAMP problems are complex and challenging to develop. The high-dimensional sensory-motor space and the required integration of metric and symbolic state variables augment the challenges. Machine learning addresses these challenges at both the acting level and the planning level. But ML in robotics faces specific problems: lack of massive data; experiments needed for RL are scarce, very expensive, and difficult to reproduce; realistic sensory-motor simulators remain computationally costly; and expert human input for RL, e.g., for specifying or shaping reward functions or giving advices, is scarce and costly. The functions learned tend to be narrow: transfer of learned behaviors and models across environments and tasks is challenging. This chapter presents approaches for learning reactive sensory-motor skills using deep RL algorithms and methods for learning heuristics to guide a TAMP planner avoiding computation on unlikely feasible movements.
Acting with robots and sensory-motor devices demands the combined capabilities of reasoning both on abstract actions and on concrete motion and manipulation steps. In the robotics literature, this is referred to as "task-aware planning," i.e., planning beyond motion and manipulation. In the AI literature, it is referred to as "combined task and motion planning" (TAMP). This class of TAMP problems, which includes task, motion, and manipulation planning, is the topic of this part. The challenge in TAMP is the integration of symbolic models for task planning with metric models for motion and manipulation. This part introduces the representations and techniques for achieving and controlling motion, navigation, and manipulation actions in robotics. It discusses motion and manipulation planning algorithms, and their integration with task planning in TAMP problems. It covers learning for the combined task and motion-manipulation problems.
Acting, planning and learning are critical cognitive functions for an autonomous actor. Other functions, such as perceiving, monitoring, and goal reasoning, are also needed and can be essential in many applications. This chapter briefly surveys a few such functions and their links to acting, planning, and learning. Section 24.1 discusses perceiving and information gathering: how to model and control perception actions in order to recognize the state of the world and detect objects, events, and activities relevant to the actor while performing its tasks. It discusses semantic mapping and anchoring sensor data to symbols. Section 24.2 is about monitoring, that is, detecting and interpreting discrepancies between predictions and observations, anticipating what needs be monitored, and controlling monitoring actions. Goal reasoning in Section 24.3 is about assessing the relevance of current goals, from observed evolutions, failures, and opportunities to achieve a higher-level assigned mission.
AI acting systems, or actors – which may be embodied in physical devices such as robots or in abstract procedures such as web-based service agents – require several cognitive functions, three of which are acting, planning, and learning. Acting is more than just the sensory-motor execution of low-level commands: there is a need to decide how to perform a task, given the context and changes in the environment. Planning involves choosing and organizing actions that can achieve a goal and is done using abstract actions that the agent will need to decide how to perform. Learning is important for acquiring knowledge about expected effects, which actions to perform and how to perform them, and how to plan; and acting and planning can be used to aid learning. This chapter introduces the scientific and technical challenges of developing these three cognitive functions and the ethical challenge of doing such development responsibly.
This chapter delves into the theory and application of reversible Markov Chain Monte Carlo (MCMC) algorithms, focusing on their role in Bayesian inference. It begins with the Metropolis–Hastings algorithm and explores variations such as component-wise updates, and the Metropolis-Adjusted Langevin Algorithm (MALA). The chapter also discusses Hamiltonian Monte Carlo (HMC) and the importance of scaling MCMC methods for high-dimensional models or large datasets. Key challenges in applying reversible MCMC to large-scale problems are addressed, with a focus on computational efficiency and algorithmic adjustments to improve scalability.
In this chapter, we propose different approaches to planning with nondeterministic models. We describe three techniques for planning with nondeterministic state transition systems: And/Or graph search (Section 12.1), planning based on determinization techniques (Section 12.2), and planning via symbolic model checking (Section 12.3). We then present techniques for planning by synthesis of input/output automata (Section 12.4). We finally briefly discuss techniques for behavior tree generation (Section 12.5).
This chapter is about planning with hierarchical refinement methods. A plan guides the acting engine RAE with informed choices about the best methods for the task and context at hand. We consider an optimizing planner to find methods maximizing a utility function. In principle, the planner may rely on an exact dynamic programming optimization procedure. An approximation approach is more adapted to the online guidance of an actor. We describe a Monte Carlo tree search planner, called UPOM, parameterized for rollout depth and number of rollouts. It relies on a heuristic function for estimating the remainder of a rollout when the depth is bounded. UPOM is an anytime planner used in a receding horizon manner. This chapter relies on chapters 8, 9, and 14. It presents refinement planning domains and outlines the approach. Section 15.2 proposes utility functions and an optimization procedure. The planner is developed in Section 15.3.