A Baudot Code Speaking Chatterbot With A Freakish Twist

[Sam Battle] known on YouTube as [Look Mum No Computer] is mostly known as a musical artist, but seems lately to have taken a bit of shine to retro telecoms gear, and this latest foray is into the realm of the minicom tty device which was a lifeline for those not blessed with ability to hear well enough to communicate via telephone. Since in this modern era of chatting via the internet, it is becoming much harder to actually find another user with a minicom, [Sam] decided to take the human out of the loop entirely and have the minicom user talk instead to a Raspberry Pi running an instance of MegaHal, which is 1990s era chatterbot.  The idea of this build (that became an exhibit in this museum is not obsolete) was to have an number of minicom terminals around the room connected via the internal telephone network (and the retro telephone exchange {Sam] maintains) to a line interface module, based upon the Mitel MH88422 chip. This handy device allows a Raspberry Pi to interface to the telephone line, and answer calls, with all the usual handshaking taken care of. The audio signal from the Mitel interface is fed to the Pi via a USB audio interface (since the Pi has no audio input) module.

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Neuromorphic Computing: What Is It And Where Are We At?

For the last hundred or so years, collectively as humanity, we’ve been dreaming, thinking, writing, singing, and producing movies about a machine that could think, reason, and be intelligent in a similar way to us. The stories beginning with “Erewhon” published in 1872 by Sam Butler, Edgar Allan Poe’s “Maelzel’s Chess Player,” and the 1927 film “Metropolis” showed the idea that a machine could think and reason like a person. Not in magic or fantastical way. They drew from the automata of ancient Greece and Egypt and combined notions of philosophers such as Aristotle, Ramon Llull, Hobbes, and thousands of others.

Their notions of the human mind led them to believe that all rational thought could be expressed as algebra or logic. Later the arrival of circuits, computers, and Moore’s law led to continual speculation that human-level intelligence was just around the corner. Some have heralded it as the savior of humanity, where others portray a calamity as a second intelligent entity rises to crush the first (humans).

The flame of computerized artificial intelligence has brightly burned a few times before, such as in the 1950s, 1980s, and 2010s. Unfortunately, both prior AI booms have been followed by an “AI winter” that falls out of fashion for failing to deliver on expectations. This winter is often blamed on a lack of computer power, inadequate understanding of the brain, or hype and over-speculation. In the midst of our current AI summer, most AI researchers focus on using the steadily increasing computer power available to increase the depth of their neural nets. Despite their name, neural nets are inspired by the neurons in the brain and share only surface-level similarities.

Some researchers believe that human-level general intelligence can be achieved by simply adding more and more layers to these simplified convolutional systems fed by an ever-increasing trove of data. This point is backed up by the incredible things these networks can produce, and it gets a little better every year. However, despite what wonders deep neural nets produce, they still specialize and excel at just one thing. A superhuman Atari playing AI cannot make music or think about weather patterns without a human adding those capabilities. Furthermore, the quality of the input data dramatically impacts the quality of the net, and the ability to make an inference is limited, producing disappointing results in some domains. Some think that recurrent neural nets will never gain the sort of general intelligence and flexibility that our brains offer.

However, some researchers are trying to creating something more brainlike by, you guessed it, more closely emulates a brain. Given that we are in a golden age of computer architecture, now seems the time to create new hardware. This type of hardware is known as Neuromorphic hardware.

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Imaging The Past With Time-Travel Rephotography

Have you ever noticed that people in old photographs looks a bit weird? Deep wrinkles, sunken cheeks, and exaggerated blemishes are commonplace in photos taken up to the early 20th century. Surely not everybody looked like this, right? Maybe it was an odd makeup trend — was it just a fashionable look back then?

Not quite — it turns out that the culprit here is the film itself. The earliest glass-plate emulsions used in photography were only sensitive to the highest-frequency light, that which fell in the blue to ultraviolet range. Perhaps unsurprisingly, when combined with the fact that humans have red blood, this posed a real problem. While some of the historical figures we see in old photos may have benefited from an improved skincare regimen, the primary source of their haunting visage was that the photographic techniques available at the time were simply incapable of capturing skin properly. This lead to the sharp creases and dark lips we’re so used to seeing.

Of course, primitive film isn’t the only thing separating antique photos from the 42 megapixel behemoths that your camera can take nowadays. Film processing steps had the potential to introduce dust and other blemishes to the image, and over time the prints can fade and age in a variety of ways that depend upon the chemicals they were processed in. When rolled together, all of these factors make it difficult to paint an accurate portrait of some of history’s famous faces. Before you start to worry that you’ll never know just what Abraham Lincoln looked like, you might consider taking a stab at Time-Travel Rephotography.

Amazingly, Time-Travel Rephotography is a technique that actually lives up to how cool its name is. It uses a neural network (specifically, the StyleGAN2 framework) to take an old photo and project it into the space of high-res modern photos the network was trained on. This allows it to perform colorization, skin correction, upscaling, and various noise reduction and filtering operations in a single step which outputs remarkable results. Make sure you check out the project’s website to see some of the outputs at full-resolution.

We’ve seen AI upscaling before, but this project takes it to the next level by completely restoring antique photographs. We’re left wondering what techniques will be available 100 years from now to restore JPEGs stored way back in 2021, bringing them up to “modern” viewing standards.

Thanks to [Gus] for the tip!

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Death Of The Turing Test In An Age Of Successful AIs

IBM has come up with an automatic debating system called Project Debater that researches a topic, presents an argument, listens to a human rebuttal and formulates its own rebuttal. But does it pass the Turing test? Or does the Turing test matter anymore?

The Turing test was first introduced in 1950, often cited as year-one for AI research. It asks, “Can machines think?”. Today we’re more interested in machines that can intelligently make restaurant recommendations, drive our car along the tedious highway to and from work, or identify the surprising looking flower we just stumbled upon. These all fit the definition of AI as a machine that can perform a task normally requiring the intelligence of a human. Though as you’ll see below, Turing’s test wasn’t even for intelligence or even for thinking, but rather to determine a test subject’s sex.

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The Interactive Storytelling Radio

[8BitsAndAByte] are back and this time they’re using AI to create an interactive storyteller. With the help of a Raspberry Pi, they upcycled an old Cold War era radio they dug up and the results are pretty impressive.

The main controller board of the radio was intact, so it was easy to use all the preexisting hardware to control the speaker and to trigger a few of the Pi’s GPIO using the buttons and switches on the radio’s front panel. To add some artificial intelligence, they used Google’s AIY Voice Kit, allowing them to tap into Google’s seemingly endless artificial intelligence platform. This could be a “tables have turned moment,” but we’re probably being a bit too hopeful.

Anyway, they used a pretty interesting piece of software called Dialogflow that creates a somewhat natural conversational interaction akin to a chatbox. Dialogflow processes speech to text, as you would expect, but can also interpret contextual speech and provide contextual responses. Pretty neat…but maybe also a little creepy. Who knows? The jury is still out.

Anyway, if you’re like us and sometimes in need of a break from humans, then this project just might be for you.

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NVIDIA’s A.I. Thinks It Knows What Games Are Supposed Look Like

Videogames have always existed in a weird place between high art and cutting-edge technology. Their consumer-facing nature has always forced them to be both eye-catching and affordable, while remaining tasteful enough to sit on retail shelves (both physical and digital). Running in real-time is a necessity, so it’s not as if game creators are able to pre-render the incredibly complex visuals found in feature films. These pieces of software constantly ride the line between exploiting the hardware of the future while supporting the past where their true user base resides. Each pixel formed and every polygon assembled comes at the cost of a finite supply of floating point operations today’s pieces of silicon can deliver. Compromises must be made.

Often one of the first areas in games that fall victim to compromise are environmental model textures. Maintaining a viable framerate is paramount to a game’s playability, and elements of the background can end up getting pushed to “the background”. The resulting look of these environments is somewhat more blurry than what they would have otherwise been if artists were given more time, or more computing resources, to optimize their creations. But what if you could update that ten-year-old game to take advantage of today’s processing capabilities and screen resolutions?

NVIDIA is currently using artificial intelligence to revise textures in many classic videogames to bring them up to spec with today’s monitors. Their neural network is able fundamentally alter how a game looks without any human intervention. Is this a good thing?

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Quick Face Recognition With An FPGA

It’s the 21st century, and according to a lot of sci-fi movies we should have perfected AI by now, right? Well we are getting there, and this project from a group of Cornell University students titled, “FPGA kNN Recognition” is a graceful attempt at facial recognition.

For the uninitiated, the K-nearest neighbors or kNN Algorithm is a very simple classification algorithm that uses similarities between given sets of data and a data point being examined to predict where the said data point belongs. In this project, the authors use a camera to take an image and then save its histogram instead of the entire image. To train the network, the camera is made to take mug-shots of sorts and create a database of histograms that are tagged to be for the same face. This process is repeated for a number of faces and this is shown as a relatively quick process in the accompanying video.

The process of classification or ‘guess who’, takes an image from the camera and compares it with all the faces already stored. The system selects the one with the highest similarity and the results claimed are pretty fantastic, though that is not the brilliant part. The implementation is done using an FPGA which means that the whole process has been pipe-lined to reduce computational time. This makes the project worth a look especially for people looking into FPGA based development. There is a hardware implementation of a k-distance calculator, sorting and selector. Be sure to read through the text for the sorting algorithm as we found it quite interesting.

Arduino recently released the Arduino MKR4000 board which has an FPGA, and there are many opensource boards out there in the wild that you can easily get started with today. We hope to see some of these in conference badges in the upcoming years.

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