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		<title>Building character AI through machine learning</title>
		<link>https://robohub.org/building-character-ai-through-machine-learning/</link>
		
		<dc:creator><![CDATA[Brad Knox]]></dc:creator>
		<pubDate>Wed, 01 Feb 2017 13:00:56 +0000</pubDate>
				<category><![CDATA[articles]]></category>
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					<description><![CDATA[Modern character AI could be better. I’m unaware of any NPCs or electronic toy characters that can sustain an illusion of life over more than an hour. They suffer from predictability, simplicity, and inauthentic verbal and nonverbal behavior. This post is about a new form of character AI. Much like motion capture for scripted animation, [&#8230;]]]></description>
										<content:encoded><![CDATA[<div id="attachment_70378" style="width: 910px" class="wp-caption aligncenter"><img fetchpriority="high" decoding="async" aria-describedby="caption-attachment-70378" class="size-full wp-image-70378" src="http://robohub.org/wp-content/uploads/2017/01/bots_alive_Gotcha.jpg" alt="" width="900" height="600" srcset="https://robohub.org/wp-content/uploads/2017/01/bots_alive_Gotcha.jpg 900w, https://robohub.org/wp-content/uploads/2017/01/bots_alive_Gotcha-425x283.jpg 425w, https://robohub.org/wp-content/uploads/2017/01/bots_alive_Gotcha-768x512.jpg 768w, https://robohub.org/wp-content/uploads/2017/01/bots_alive_Gotcha-450x300.jpg 450w" sizes="(max-width: 900px) 100vw, 900px" /><p id="caption-attachment-70378" class="wp-caption-text">bots_alive Gotcha</p></div>
<p class="graf graf--p graf-after--p">Modern character AI could be better.</p>
<p id="775d" class="graf graf--p graf-after--p">I’m unaware of any NPCs or electronic toy characters that can sustain an illusion of life over more than an hour. They suffer from predictability, simplicity, and inauthentic verbal and nonverbal behavior.</p>
<p id="be90" class="graf graf--p graf-after--p">This post is about a new form of character AI. Much like motion capture for <em class="markup--em markup--p-em">scripted</em> animation, this new technique may revolutionize how <em class="markup--em markup--p-em">interactive </em>characters are created, through observation of authentic human-generated behavior.</p>
<p id="cd32" class="graf graf--p graf-after--p">I’ll explain via a product on which we’re pioneering this technique.</p>
<p class="graf graf--p graf-after--p"><hr class="xh2  "></p>
<p class="graf graf--p graf-after--p"><strong>Bots_alive! A robot that plays and finds its way</strong></p>
<p id="6306" class="graf graf--p graf-after--h3">We launched <a class="markup--anchor markup--p-anchor" href="https://botsalive.com/" target="_blank" rel="nofollow external noopener noreferrer" data-href="https://botsalive.com/" data-wpel-link="external">bots_alive</a> last week on Kickstarter (<a class="markup--anchor markup--p-anchor" href="https://www.kickstarter.com/projects/bradknox/bots-alive-robots-that-play-and-find-their-way" target="_blank" rel="nofollow external noopener noreferrer" data-href="https://www.kickstarter.com/projects/bradknox/bots-alive-robots-that-play-and-find-their-way" data-wpel-link="external">campaign here</a>). Here’s a 1-minute teaser video with <em class="markup--em markup--p-em">mostly </em>scripted motion.</p>
<div class="keep-aspect"><iframe title="bots_alive robot creatures - teaser" width="500" height="281" src="https://www.youtube-nocookie.com/embed/8TpQGUzoCP4?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
<p></p>
<p id="c773" class="graf graf--p graf-after--figure">The product is a smartphone kit that gives simple but lifelike autonomy to a popular RC toy, the Hexbug® Spider.</p>
<p id="8951" class="graf graf--p graf-after--p">That video shows the product as we envision it at shipping time. Here you can see how it acts <em class="markup--em markup--p-em">now,</em> with this new character AI technique driving its core functionality already.</p>
<div class="keep-aspect"><iframe title="7 year old playtest (20x speed) of bots_alive" width="500" height="281" src="https://www.youtube-nocookie.com/embed/EV3K9RtYoC8?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
<p></p>
<hr class="xh2  ">
<p><strong>Training data to build a character</strong></p>
<p id="f475" class="graf graf--p graf-after--h4">The character AI for these robots is created in a new way. Here’s how it works.</p>
<p id="11fd" class="graf graf--p graf-after--p">A human teleoperates the robot through many different scenarios. The teleoperator acts as an improvising puppeteer; he or she follows heuristics yet also empathizes with the robot and authentically responds to what happens, whether it be with curiosity, fear, jubilation, or another emotion.</p>
<p id="8c50" class="graf graf--p graf-after--p">For bots_alive, the teleoperator watches a screen display of what the system sees and pushes buttons to send commands of <em class="markup--em markup--p-em">forward</em>, <em class="markup--em markup--p-em">back</em>, <em class="markup--em markup--p-em">left</em>, <em class="markup--em markup--p-em">right</em>, <em class="markup--em markup--p-em">forward-right</em>, <em class="markup--em markup--p-em">forward-left</em>, <em class="markup--em markup--p-em">back-right</em>, or <em class="markup--em markup--p-em">back-left</em>. We also consider not pushing a button to be a <em class="markup--em markup--p-em">no-action</em> command.</p>
<p id="e213" class="graf graf--p graf-after--p">From these teleoperation sessions, we gather training data containing (a) teleoperation commands and (b) information about the context in which each command was given. A category of machine learning called supervised learning is applied to create a model of the puppeteer, which effectively answers the question: In context X, what is the probability that the teleoperator would have given command Y?</p>
<p class="graf graf--p graf-after--p"><hr class="xh2  "></p>
<p class="graf graf--p graf-after--p"><strong>Creating a behavioral model</strong></p>
<p id="64f9" class="graf graf--p graf-after--h4">All of that happens during development. In the end user’s hands, the robot is autonomously controlled by the model. The model of the puppeteer <em class="markup--em markup--p-em">is</em> the character AI.</p>
<p class="graf graf--p graf-after--h4"><img decoding="async" class="aligncenter size-full wp-image-70113" src="http://robohub.org/wp-content/uploads/2017/01/machine-learning.png" alt="" width="800" height="321" srcset="https://robohub.org/wp-content/uploads/2017/01/machine-learning.png 800w, https://robohub.org/wp-content/uploads/2017/01/machine-learning-425x171.png 425w, https://robohub.org/wp-content/uploads/2017/01/machine-learning-768x308.png 768w, https://robohub.org/wp-content/uploads/2017/01/machine-learning-500x201.png 500w" sizes="(max-width: 800px) 100vw, 800px" />Let’s assume that the contextual information in the training data is sufficient to justify why the teleoperator chooses one action over another. Then the data contains the spontaneity, uncertainty, and social authenticity* expressed by the human puppeteer. And the autonomous robot retains these qualities if the machine learning is effective.</p>
<p class="graf graf--p graf-after--h4"><hr class="xh2  "></p>
<p class="graf graf--p graf-after--h4"><strong>Why go to the trouble of using machine learning?</strong></p>
<p id="0f3f" class="graf graf--p graf-after--h4">We expect this process to create character AI that feels more organic and alive than traditional character AI.</p>
<p id="c851" class="graf graf--p graf-after--p">Traditional methods consist of imagining and writing rules for behavior or a finite state machine. It’s much more of an abstract exercise than immersing someone in a situation as the puppeteer.</p>
<p id="5ec4" class="graf graf--p graf-after--p">If you play video games, imagine how much you sometimes empathize with the character you’re controlling. You may even forget the separation between the two of you, experiencing the world as that character. Consider whether your control in these moments is different, both at a high level and in tiny movements, than what the character would do if you had simply written down a set of rules for it to act by.</p>
<p id="a544" class="graf graf--p graf-after--p">In that difference lies the promise of this method for developing character AI.</p>
<p id="6459" class="graf graf--p graf-after--p">In psychology research methodology, there’s a broad consensus that if you want to know what someone would do in a situation, you don’t ask them what they would do. You put them in the situation and observe. Traditional character AI development is like <em class="markup--em markup--p-em">asking</em> the human developer or designer. Our method is instead analogous to <em class="markup--em markup--p-em">observing</em> a human immersed in the experience of the character. That’s why we expect it to create more authentic characters.</p>
<p id="0f80" class="graf graf--p graf-after--p">Our method is an application of what’s called learning from demonstration.** For times the teleoperation needs to include human interaction with the character, we keep the teleoperation secret to keep the human interaction partner from changing his or her behavior from what would be done with an autonomous character. We coined this secret version learning from the wizard (or LfW) when it was <a class="markup--anchor markup--p-anchor" href="http://www.bradknox.net/wp-content/uploads/2013/04/2pg_aamas16-lfw-final.pdf" target="_blank" rel="nofollow external noopener noreferrer" data-href="http://www.bradknox.net/wp-content/uploads/2013/04/2pg_aamas16-lfw-final.pdf" data-wpel-link="external">a research project</a> at the MIT Media Lab. The name combines learning from demonstration with the <a class="markup--anchor markup--p-anchor" href="https://en.wikipedia.org/wiki/Wizard_of_Oz_experiment" target="_blank" rel="nofollow external noopener noreferrer" data-href="https://en.wikipedia.org/wiki/Wizard_of_Oz_experiment" data-wpel-link="external">Wizard of Oz</a> experimental paradigm.</p>
<div class="keep-aspect"><iframe title="Learning From the Wizard: Building Social Robots for Educational Play" width="500" height="281" src="https://www.youtube-nocookie.com/embed/XIHOzdYQ-GY?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
<p></p>
<hr class="xh2  ">
<p><strong>Training as interactive machine learning</strong></p>
<p>In our development, I act as the teleoperator and machine learning programmer. The training process is not simply a bunch of demonstration. Rather, it’s an iterative process of:</p>
<ul>
<li>demonstrate</li>
<li class="graf graf--p graf-after--h4">apply machine learning on the demonstration data set</li>
<li class="graf graf--p graf-after--h4">observe behavior from the learned model</li>
<li class="graf graf--p graf-after--h4">create more demonstrations in those contexts the robot isn’t acting satisfactorily</li>
<li class="graf graf--p graf-after--h4">apply machine learning, and so on.</li>
</ul>
<div id="attachment_70114" style="width: 810px" class="wp-caption aligncenter"><img decoding="async" aria-describedby="caption-attachment-70114" class="wp-image-70114 size-full" src="http://robohub.org/wp-content/uploads/2017/01/design-parameters-machine-lrnng.png" width="800" height="584" srcset="https://robohub.org/wp-content/uploads/2017/01/design-parameters-machine-lrnng.png 800w, https://robohub.org/wp-content/uploads/2017/01/design-parameters-machine-lrnng-425x310.png 425w, https://robohub.org/wp-content/uploads/2017/01/design-parameters-machine-lrnng-768x561.png 768w, https://robohub.org/wp-content/uploads/2017/01/design-parameters-machine-lrnng-411x300.png 411w" sizes="(max-width: 800px) 100vw, 800px" /><p id="caption-attachment-70114" class="wp-caption-text">A general representation of interactive machine learning. From Amershi et al., 2015. Power to the People: The Role of Humans in Interactive Machine Learning. In AI Magazine.</p></div>
<p id="452b" class="graf graf--p graf-after--figure">Throughout these iterations, the teleoperator and algorithm designer also reflect on what contextual information still needs to be encoded to improve learning, determine what context <em class="markup--em markup--p-em">cannot</em> be encoded and therefore should be ignored by the teleoperator, and find fun and more delightful behavior than originally puppeteered.</p>
<p class="graf graf--p graf-after--figure"><hr class="xh2  "></p>
<p class="graf graf--p graf-after--figure"><strong>How can we know that it&#8217;s better?</strong></p>
<p id="960b" class="graf graf--p graf-after--h4">We can’t. Not with 100% confidence. But we have already seen that it can make compelling character AI.</p>
<p id="05e3" class="graf graf--p graf-after--p">We saw it in our study at MIT. In a relatively large randomized experiment, kids interacted either with a human-teleoperated robot or one with autonomous behavior learned from previous teleoperation. Compared to a no-robot condition, the teleoperated robot and the autonomous robot programmed by machine learning elicited similar behavior from their human interaction partners. Curiously, when children were asked whether the robot was human-controlled or autonomous, approximately half in each condition thought it was human-controlled. If you’re familiar with the Turing Test, the popularly known test of the effectiveness of an artificial intelligence, you might recognize that the MIT study constitutes passing a certain narrow and social Turing Test.</p>
<p id="7987" class="graf graf--p graf-after--p">Compelling character AI was achieved in another such Turing test, using a technique similar to learning from demonstration, in Unreal Tournament 2004. BotPrize is a yearly academic competition for the bot that best passes as human. The 2012 winner was a bot by Jacob Schrum, Igor Karpov, and Risto Miikkulainen. It combined algorithmic optimization—<a class="markup--anchor markup--p-anchor" href="https://www.youtube.com/watch?v=ngZ0K3lWKRc" target="_blank" rel="nofollow external noopener noreferrer" data-href="https://www.youtube.com/watch?v=ngZ0K3lWKRc" data-wpel-link="external">which can result in markedly <em class="markup--em markup--p-em">unnatural </em>behavior that still achieves the specified goal</a><em class="markup--em markup--p-em">—</em> of its combat effectiveness with selective replay of recorded human behavior. Twenty-five human judges played alongside the Unreal-playing bots, repeatedly judging whether the other characters were human or artificial during combat. The bot by Schrum and colleagues was judged human more than 51.9% of the time. That percentage was just below the two human characters who were judged most human, at 53.3% and 52.2%. The algorithm is described <a class="markup--anchor markup--p-anchor" href="http://www.botprize.org/hlabstracts2011/UTexas.pdf" target="_blank" rel="nofollow external noopener noreferrer" data-href="http://www.botprize.org/hlabstracts2011/UTexas.pdf" data-wpel-link="external">here</a>.</p>
<div class="keep-aspect"><iframe title="UT bot kills human judge" width="500" height="375" src="https://www.youtube-nocookie.com/embed/VwIrZ3X4b6c?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
<p></p>
<p id="ff98" class="graf graf--p graf-after--figure">Lastly, we see compelling character AI now, in our playtesting of bots_alive.</p>
<p id="d6ce" class="graf graf--p graf-after--p">The limitations of this approach are (1) sensing and encoding contextual information and (2) applying machine learning effectively. Both academia and industry are intensely researching how to improve those two limitations. Major strides have been made in the past 10 years, most notably through deep learning, and so it seems likely that further improvement is yet to come.</p>
<p id="bd53" class="graf graf--p graf-after--p graf--last">Our ability to write down behavioral rules that encode authentic behavior with an illusion of life? If there’s a reason why that will improve meaningfully, I don’t see it.</p>
<p class="graf graf--p graf-after--p graf--last"><hr class="xh2  "></p>
<section class="section section--body">
<div class="section-content">
<div class="section-inner sectionLayout--insetColumn">
<p id="b2db" class="graf graf--p graf--leading"><strong class="markup--strong markup--p-strong">Our bots_alive robot creatures will be the first big test of this technique we call <em class="markup--em markup--p-em">learning from the wizard</em>.</strong></p>
<p id="4687" class="graf graf--p graf-after--p">I encourage you to get a feel for it yourself. Check out our videos of playtesting and <a class="markup--anchor markup--p-anchor" href="https://www.youtube.com/watch?v=q478inKFMNo&amp;feature=youtu.be&amp;t=19s" target="_blank" rel="nofollow external noopener noreferrer" data-href="https://www.youtube.com/watch?v=q478inKFMNo&amp;feature=youtu.be&amp;t=19s" data-wpel-link="external">live demos</a>. If you’re sufficiently intrigued, pledge to our Kickstarter campaign and get one or two robots for yourself.</p>
<p id="b617" class="graf graf--p graf-after--p graf--last">With robots in hand, you can judge whether they constitute a step forward in organic, believable character AI.</p>
</div>
</div>
</section>
<section class="section section--body section--last">
<div class="section-divider"></div>
<div class="section-content">
<div class="section-inner sectionLayout--insetColumn">
<p id="03e9" class="graf graf--p graf--leading"><em class="markup--em markup--p-em">* Note that authentic social interaction can occur between the character AI and a human </em><strong class="markup--strong markup--p-strong"><em class="markup--em markup--p-em">or</em></strong><em class="markup--em markup--p-em"> between two of the character AIs.</em></p>
<p id="4bb6" class="graf graf--p graf-after--p graf--last"><em class="markup--em markup--p-em">** For a wonderful technical overview of learning from demonstration for robots, see </em><a class="markup--anchor markup--p-anchor" href="https://www.researchgate.net/profile/Brenna_Argall/publication/222219268_A_survey_of_robot_learning_from_demonstration/links/02bfe50e4da697d716000000.pdf" target="_blank" rel="nofollow external noopener noreferrer" data-href="https://www.researchgate.net/profile/Brenna_Argall/publication/222219268_A_survey_of_robot_learning_from_demonstration/links/02bfe50e4da697d716000000.pdf" data-wpel-link="external"><em class="markup--em markup--p-em">this paper</em></a><em class="markup--em markup--p-em">.</em></p>
</div>
</div>
</section>
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		<item>
		<title>Eliminating cords with wireless &#8216;millimeter wave&#8217; virtual reality headsets</title>
		<link>https://robohub.org/eliminating-cords-with-wireless-millimeter-wave-virtual-reality-headsets/</link>
		
		<dc:creator><![CDATA[MIT News]]></dc:creator>
		<pubDate>Mon, 14 Nov 2016 17:49:00 +0000</pubDate>
				<category><![CDATA[news]]></category>
		<category><![CDATA[Computer Science and Artificial Intelligence Laboratory (CSAIL)]]></category>
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		<category><![CDATA[Electrical Engineering & Computer Science (eecs)]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[School of Engineering]]></category>
		<category><![CDATA[wireless]]></category>
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					<description><![CDATA[Developed at Computer Science and Artificial Intelligence Laboratory, &#8220;MoVR&#8221; system allows VR headsets to communicate without a cord]]></description>
										<content:encoded><![CDATA[<div id="attachment_68101" style="width: 649px" class="wp-caption aligncenter"><a href="http://robohub.org/wp-content/uploads/2016/11/wireless-virtual-reality-mit-csail_0.jpeg" data-wpel-link="internal"><img decoding="async" aria-describedby="caption-attachment-68101" class="size-full wp-image-68101" src="http://robohub.org/wp-content/uploads/2016/11/wireless-virtual-reality-mit-csail_0.jpeg" alt="A new cordless virtual reality device consists of two directional &quot;phased-array&quot; antennas, each less than half the size of a credit card. Future versions could be small enough for users to have several in a single room, enabling multi-player gameplay. Photo: MIT CSAIL" width="639" height="426" srcset="https://robohub.org/wp-content/uploads/2016/11/wireless-virtual-reality-mit-csail_0.jpeg 639w, https://robohub.org/wp-content/uploads/2016/11/wireless-virtual-reality-mit-csail_0-425x283.jpeg 425w, https://robohub.org/wp-content/uploads/2016/11/wireless-virtual-reality-mit-csail_0-450x300.jpeg 450w" sizes="(max-width: 639px) 100vw, 639px" /></a><p id="caption-attachment-68101" class="wp-caption-text">A new cordless virtual reality device consists of two directional &#8220;phased-array&#8221; antennas, each less than half the size of a credit card. Future versions could be small enough for users to have several in a single room, enabling multi-player gameplay. Photo: MIT CSAIL</p></div>
<p>One of the limits of today’s virtual reality (VR) headsets is that they have to be tethered to computers in order to process data well enough to deliver high-resolution visuals. But wearing an HDMI cable reduces mobility and can even lead to users tripping over cords.</p>
<p>Fortunately, researchers from MIT’s <a href="http://www.theverge.com/2016/1/29/10868232/starry-high-speed-internet-millimeter-wave" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">Computer Science and Artificial Intelligence Laboratory</a> (CSAIL) have recently unveiled a prototype system called “MoVR” that allows gamers to use any VR headset wirelessly.</p>
<p>In tests, the team showed that MoVR can enable untethered communication at a rate of multiple Gbps, or billions of bits per second. The system uses special high-frequency radio signals called “millimeter waves” (mmWaves) that many experts think could someday help deliver <a href="http://www.theverge.com/2016/1/29/10868232/starry-high-speed-internet-millimeter-wave" target="_blank" data-wpel-link="external" rel="follow external noopener noreferrer">blazingly-fast 5G smartphones</a>.</p>
<p>“It’s very exciting to get a step closer to being able to deliver a high-resolution, wireless-VR experience,” says MIT professor Dina Katabi, whose research group has developed the technology. “The ability to use a cordless headset really deepens the immersive experience of virtual reality and opens up a range of other applications.”</p>
<p>Researchers tested the system on an HTC Vive but say that it can work with any headset. Katabi co-wrote a paper on the topic with PhD candidate Omid Abari, postdoc Dinesh Bharadia, and master’s student Austin Duffield. The team presented their findings last week at the ACM Workshop on Hot Topics in Networks (HotNets 2016) in Atlanta.</p>
<p><strong>How it works</strong></p>
<p>One issue with existing wireless technologies like WiFi is that they can’t support advanced data-processing.</p>
<div id="attachment_68103" style="width: 445px" class="wp-caption alignleft"><a href="http://robohub.org/wp-content/uploads/2016/11/2_0-virtual-reality-headset.jpg" data-wpel-link="internal"><img decoding="async" aria-describedby="caption-attachment-68103" class="wp-image-68103 size-full" src="http://robohub.org/wp-content/uploads/2016/11/2_0-virtual-reality-headset.jpg" alt="2_0-virtual-reality-headset" width="435" height="426" srcset="https://robohub.org/wp-content/uploads/2016/11/2_0-virtual-reality-headset.jpg 435w, https://robohub.org/wp-content/uploads/2016/11/2_0-virtual-reality-headset-425x416.jpg 425w, https://robohub.org/wp-content/uploads/2016/11/2_0-virtual-reality-headset-306x300.jpg 306w, https://robohub.org/wp-content/uploads/2016/11/2_0-virtual-reality-headset-32x32.jpg 32w, https://robohub.org/wp-content/uploads/2016/11/2_0-virtual-reality-headset-64x64.jpg 64w" sizes="(max-width: 435px) 100vw, 435px" /></a><p id="caption-attachment-68103" class="wp-caption-text">The &#8220;MoVR&#8221; system allows for cable-free virtual-reality gaming, eliminating the possibility of users tripping over cords. Photo: MIT CSAIL</p></div>
<p>“Replacing the HDMI cable with a wireless link is very challenging since we need to stream high-resolution multi-view video in real-time,” says Haitham Hassanieh, an assistant professor of electrical and computer engineering at the University of Illinois at Urbana Champaigna who was not involved in the research. “This requires sustaining data rates of more than 6 Gbps while the user is moving and turning, which cannot be achieved by any of today&#8217;s systems.”</p>
<p>Since VR platforms have to work in real-time, systems also can’t use compression to accommodate lower data rates. This has led companies to make some pretty awkward attempts at untethered VR, like <a href="http://www.theverge.com/2016/4/25/11504118/zotac-stuffed-a-pc-into-a-backpack-for-untethered-vr-gaming" target="_blank" data-wpel-link="external" rel="follow external noopener noreferrer">stuffing the equivalent of a full PC in your backpack</a>.</p>
<p>The CSAIL team instead turned to mmWaves, which have promising applications for everything from high-speed Internet to <a href="http://ieeexplore.ieee.org/document/7072578/" target="_blank" data-wpel-link="external" rel="follow external noopener noreferrer">cancer diagnosis</a>. These high-frequency waves have one major downside, which is that they don’t work well with obstacles or reflections. If you want mmWaves to deliver constant connectivity for your VR game, you would need to always have a line of sight between transmitter and receiver. (The signal can be blocked even by just briefly moving your hand in front of the headset.)</p>
<p>To overcome this challenge, the team developed MoVR to act as a programmable mirror that detects the direction of the incoming mmWave signal and reconfigures itself to reflect it toward the receiver on the headset. MoVR can learn the correct signal direction to within two degrees, allowing it to correctly configure its angles.</p>
<p>“With a traditional mirror, light reflects off the mirror at the same angle as it arrives,” says Abari. “But with MoVR, angles can be specifically programmed so that the mirror receives the signal from the mmWave transmitter and reflects it towards the headset, regardless of its actual direction.”</p>
<p>Each MoVR device consists of two directional antennas that are each less than half the size of a credit card. The antennas use what are called “phased arrays” in order to focus signals into narrow beams that can be electronically steered at a timescale of microseconds.</p>
<p>Abari says that future versions of MoVR’s hardware could be as small as a smartphone, allowing for users to put several devices in a single room. This would enable multiple people to play a game at the same time without blocking each others’ signals.</p>
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