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Robot Wars: Modern IT meets Legacy!

August 22, 2016 by Julie McGrath

Modern IT meets Machine! Robot Wars’ Team Storm is applying the principles of DevOps, IoT and real-time data analytics in advancing the design of its machine, while setting out to inspire a new generation to get into robotics

Using modern technologies and practices to breathe new life into legacy hardware systems is a scenario most enterprise IT departments will have found themselves in at one time or another.

Ex-Robot Wars competitors Team Storm faced a similar situation in January 2016, when the producers of the popular BBC2 show asked if they would like to appear in the new series with their 16-year-old, fan-favourite robot, Storm2.

And not just to perform a victory lap or two of the Robot Wars arena for old times’ sake, but to compete against the creations of a new generation of enthusiasts and competitors.

“It was an incredible ride for us [first time around], in that we went from never having appeared on TV to winning the World Championships in nine months,” says Ed Hoppitt, who – with Tim and Meral Bence – makes up Team Storm.

“When they asked us back, we were quite relaxed about it because winning the World Championship is the biggest thing you can win and we were pretty sure we weren’t going to do it again. So we got involved with the intention of getting something else out of it.”

By that he means the opportunity to push the limits of what Storm2 could do with technologies that were not around when the robot made its debut on the show back in the early 2000s.

“When you look at Storm2 compared with the other machines, it doesn’t look old, but it is a very different to the robot that fought in series seven of the show,” he says.

“I think a lot of people expected us to turn up with something that looks like it was dragged out of a garage, but we’ve spent a lot of time and money redoing the bits that needed to be done.”

 

Bigger and better

Despite advances in engine design, battery capacity and armor strength in the decade or so Robot Wars has been off-air, returning to the show with a new machine was not an option for Team Storm.

“When we built Storm2, it was almost an order of magnitude more powerful than most robots it was competing against, and we said if we can’t make that same jump again, we’re don’t want to build another robot for the sake of it or something that isn’t innovative,” Hoppitt says.

“For us it is about taking the original design as far as we can, and we are pretty much there. The way it is constructed is probably not strong enough for what we are going to see in the next series of Robot Wars.”

 

Don’t give up the day job

When he is not tinkering with robots, Hoppitt works for virtualisation software provider VMware, where he heads the organisation’s Europe, Middle East and Africa-focused cloud native applications and DevOps team. The company also sponsors Team Storm.

So for Hoppitt and the rest of the team, using software to manage and solve hardware problems is not exactly a foreign concept, and is an approach they have followed since the beginning with Storm2.

“Most teams that build robots are engineers, so there is a really obvious set of transferrable skills there, whereas we designed the robot using concepts people use to design software. We started out by breaking down what would be required for us to win,” he says.

As it turns out, the “winning requirements” for Team Storm are similar to those most IT managers look for when procuring kit, in that it needs to be reliable and easy to maintain.

Both concepts have influenced the design of Storm2 throughout its life, along with the feedback the team has received over the years by participating in off-screen robotics competitions.

This has allowed Hoppitt and his team to take a DevOps and agile-like approach to improving the robot’s design, which has made its return to theRobot Wars arena after such a long time away a far less daunting prospect.

“The thing about agile technology and DevOps is you’re essentially always working with a prototype, and you are always in the middle of that cycle of innovation and looking for things you can learn from,” says Hoppitt.

The UK has the benefit of a large and vibrant live events scene where competitive robot fights are concerned, he adds, which has provided the team with ample opportunities to hone Storm2’s design.

“You go to an event, you learn about what your robot can and cannot do, you adapt the design, go to another event and the cycle of innovation starts again,” he says.

“I could take the robot to 10 events a year in the UK, whereas in America they have one event every 12 months. So, in the UK, we get to go through that cycle of innovation much faster.”

 

The Agile Advantage

Hoppitt’s experience in the project management side of DevOps has also come to the fore in all this, as the team have found themselves having to outsource parts of the design process.

“I have a day job that doesn’t involve building robots, so we have had to outsource or get people involved with the building and machining side of things, and then you end up in a situation where you have to manage multiple teams and find a way to do that effectively,” he says.

To help with this process, the team uses project management software Trello, which allows them to organise tasks, track the progress of the third parties dealing with them and see how all this contributes to the design and build of the finished product.

“The core of our DNA with all this is to approach the situation like an IT organisation would, while keeping in mind that we actually want to build a reliable service,” he says.

“If your robot breaks down, it doesn’t matter how fabulous the weapon on top of it is because you’ve already lost. Similarly, if it takes a lot of damage in one fight and it is too difficult to maintain and fix before the next one, you have lost.”

Tactical Telemetry

A lot of the changes Team Storm made to their machine in preparation for its big return to the small screen were internal, including the introduction of telemetry sensors that track the engine temperature, voltage, current and the revolutions per minute of its wheels.

This information is fed-back in real time to the driver, and displayed on a panel built into Storm2’s handheld controls. This allows the team to tweak their strategy depending on how the machine is holding up during the course of a three-minute fight.

“The motor is designed to run at 24 volts and the overall robot runs at 42 volts. So, if we’re halfway through a fight and we’re not delivering enough damage, we can judge how hot the motor is and make a call on whether or not we should give it the full 42 volts,” he says.

Despite the apparent tactical advantage having access to this telemetry data gives the team, some members of the robotics community have been a little skeptical about its usefulness, Hoppitt says.

“Lots of people in the community have talked about getting this data back from the robot as being a gimmick, but it has saved us hundreds or thousands of pounds because we’re not blowing up motors all the time,” he said.

“We’re looking at taking it next level by interfacing the telemetry system to Liota [VMware’s internet of things gateway], so we can capture all of the data in the cloud and make it available to work on from anywhere, because we all live in different locations.”

Spoiler alert

The collection of telemetry data and the ability to interpret it in real-time is often cited by Formula One teams as critical to success on the track.

In the case of Team Storm, Hoppitt says it is hard to say if it had a huge bearing on their success this time around.

“There are a couple of fights where we adapted what we were doing because of the data we were getting,” he says.

“There was one fight where we knew one of the motors had taken damage because it was reading significantly hotter than the other one, when they should both be around the same temperature.

“But, in hindsight, it is difficult to say whether or not those changes would have been decisive moments in determining whether or not we would be successful.”

As anyone who watched the 14 August 2016 show can confirm, Team Storm made it to the final 10, only to miss out on a place in the grand final.

“We ended up a heat finalist, which, for a robot that was conceived in 1999 and went up against one that was built today, is not a bad result at all.”

Inspiring the next

As previously stated, Team Storm had other reasons for wanting to take part in the show this time around, aside from just wanting to win.

A big source of motivation for the group was getting the chance to inspire a new batch of hobbyists to have a bash at building a machine of their own, just like they were during the show’s original run.

At the time, Hoppitt was studying for a degree in computer science and business at Royal Holloway when he and a pal decided – after watching series after series of the show – to build a robot called Storm.

“It was built like you would build a robot if you were a child. We wanted it do everything. It had to be four-wheel drive, it had to lift things, it had to run both ways and carry things. And it did all those things really badly. It was rubbish at everything,” recalls Hoppitt.

“That is the reason why the only robot you see on TV is Storm2, but we learnt a lot from the mistakes we made from building the first one.”

Increasing diversity

Fellow robotics enthusiast Will Thomas credits the show with not only inspiring him to start building machines of his own, but also for spurring him on to pursue a career in design technology.

Thomas won the Sunday 31 July 2016 episode of the show with his robot, Shockwave, after impressing producers with an early concept for the machine. In total, the robot took 12 hours to design using CAD software, and five weeks to build once his team found out they had secured a spot on the show.

“When the original series was in its prime, I was 10 and captivated by it. In the evenings and at weekends, I’d be in my room hacking remote control cars apart, trying to build my own robot,” he said.

“After a couple of years of nagging my dad, we started building robots for the small, featherweight class and getting quite competitive, before moving up to the heavyweight class about eight years ago.

“Since then we’ve built a few of our own machines including Shockwave, and we’re getting reasonably good at it now,” he adds.

After having his interest in robots piqued at an early age, Thomas has gone on to complete a degree and masters in robotics, and is now in the throes of training to become a design technology teacher.

“It was the show that kick-started my interest, and with any luck we can do the same for a new generation, but the thing that would be really nice would be to get more female teams involved,” he says.

It is worth mentioning that both Team Storm and Team Shock have female members, while a recent episode of the show saw a nine-year-old girl called April compete with her robot, Glitterbomb.

Making people aware of that and dispelling the perception from outsiders that robotics is “only for boys” is something Thomas is keen to do, on the back of his involvement with the show and the wider live events circuit.

“My fiancée has been dragged into it by me, but she has her own heavyweight robot that we might look to enter Robot Wars next time around and highlight the fact it really is not a boys’ club,” he says.

“If you look behind it all, there are an awful lot of girls involved with making it possible and in the audience there are girls who loved the show first time around and have had to drag their other halves along.”

The Social Aspect

Both teams are also using social media to interact with fans of the show as part of their quests to inspire others to get involved, with Thomas remarking that many of the questions he gets online are from people asking how to qualify.

“It ranges from people who are five years old to people at university and older. If there is another series, there would be a huge number of applicants for it, because so many people seem to want to have a go,” he says.

“We were inundated with messages asking how we did it and congratulating us on our win, and it’s a really great way to get in touch with the people. I think the social media aspect is what could end up making the show even bigger than it was last time.”

– Caroline Donnelly

 

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Filed Under: Latest Industry News Tagged With: Analytics, Cloud, data, DevOps, gear, IoT, IT, Machines, Modern, robot, technology, Wars

HTC to launch its own Virtual Reality app store

August 21, 2016 by Julie McGrath

HTC is launching Viveport, an alternative to the Steam catalog of Vive virtual reality experiences, worldwide this autumn.

Viveport was announced earlier this year, and it launched in China — where Steam is a much less established platform — in the spring. Now, a global developer beta will launch soon, followed by a full rollout. Developers can register today on the Vive site.

The store is supposed to be a more general-interest alternative than the more gaming-focused Steam, and it will be available across multiple platforms: desktop; a mobile app; and an in-VR catalog connected to Vive Home, a virtual environment created by HTC. “We believe virtual reality is going to change the world,” says HTC Vive senior vice president Rikard Stelber, and Viveport is supposed to make it easier to find certain categories of VR that have broad appeal, like educational experiences, shopping, and creative tools.

Steam already offers a large non-gaming catalog. Besides general-purpose desktop software and traditional films, it offers a diverse range of VR titles, like the Tilt Brush painting program and an Apollo 11 educational experience. At the same time, the platform is overwhelmingly associated with games, and with thousands of VR and non-VR titles, it’s increasingly crowded. “We’re recommending developers to publish on all platforms,” says Stelber, including Steam. “We don’t necessarily want to compete with it, we basically want to add additional categories.” Viveport will offer a new, dedicated space to showcase VR experiences.

It’s less clear why consumers would go to Viveport instead of the extremely popular Steam, which they’ll already have to launch to use the Vive. HTC said in January that Viveport was “more of an option for people who can’t use Steam,” although Stelber says it’s since seen a lot of interest that justifies a larger release. The best argument for Viveport may be that Steam is confusingly overstuffed with products and features already, and a dedicated VR store would make the Vive easier to navigate — which, for a powerful but often difficult platform, is a good thing.

– Adi Robertson

Filed Under: Latest Industry News Tagged With: development, film, games, gaming, htc, platform, reality, steam, technology, virtual, viveport, VR

Wireless Speaker that’s as loud as a rock concert

August 20, 2016 by Julie McGrath

The Wireless Speaker may look like a hair dryer or even an alien egg, but the Phantom is actually a loudspeaker.

French manufacturer Devialet claims it is “the best wireless speaker in the world,” capable of a level of performance normally found in high-end equipment that costs as much as a luxury car.

That’s not to say the Phantom comes cheap: the top of the range Gold version sells for $2,990, although music lovers can opt for the entry level White ($1,990) or mid-range Silver ($2,390) models.

The big difference between them is power: the Gold maxes out at 4,500 watts and an astonishing 108 decibels, the equivalent of a live rock performance. Owners of the cheaper models have to settle for 99 and 105 decibels respectively.

Does it have to be that loud? Maybe not, but Devialet is trying to make some noise to draw attention to its Analog Digital Hybrid (ADH) technology, which the company also includes in its $30,000 amplifiers.

Traditionally, sound systems rely on either digital or analog amplifiers. The former provide muscle, the latter subtlety. Hybrids, which combine both, have been around for a long time but Devialet says its products are unique and provide far superior sound quality because the amplifiers operate in parallel rather than in succession.

“This has been a dream for engineers for 40 years, and we were the first ones to do it,” says co-founder Quentin Sanié. “You need to fix 1,000 problems, and you need 1,000 nights to do it,” he adds. “When I heard it for the first time I cried, it was very emotional.”

‘The next Dolby’

Sanié founded Devialet with engineer Pierre-Emmanuel Calmel and designer Emmanuel Nardin in 2007.

The company’s first commercial product was a $14,000 amplifier launched in 2010. The goal was to gain recognition, rather than generate a lot of sales.

The Phantom followed in 2015. It took three years to develop and contains technology protected by 88 patents. It’s shaped like a sphere because, “acoustics engineering dictates that’s actually the best shape for a loudspeaker,” says Sanié.

Devialet operates out of a building designed by Gustave Eiffel in central Paris, with a team of about 40 engineers. All products are made in France, its second biggest market after the United States. The United Kingdom is No.3.

Its ultimate goal is “to be the next Dolby,” and to get its technology into other products such as TVs and cars.

“About 3 billion amplified products are sold every year, but only 100 million are audio products: we want to expand beyond this tiny portion of the global audio market,” says Sanié.

Unlike Dolby, Devialet will continue to make consumer products: “We want to keep doing that, because there’s nothing more exciting for engineers than to make new inventions.”

– Jacopo Prisco

Filed Under: Latest Industry News Tagged With: devialet, dolby, gear, high, loud, loudspeaker, phanton, speaker, technology, volume, wireless

Ofcom Report: The Change in UK Network Use

August 15, 2016 by Julie McGrath

The Network use in the UK is increasing as Brits are spending more time online than ever before, according to Ofcom’s annual Communications Market Report

British consumers are spending more time on the internet network than ever before, so much so that many are actively seeking a so-called “digital detox” from their online lives, according to communications market regulator Ofcom.

In its latest Communications Market Report – an annual survey of British communications and media usage and attitudes – Ofcom reported that 15 million people in the UK have sought time offline to do other things, such as spending time with friends and family, or holidaymaking.

Most of these people found taking a break from the digital world to be a rewarding experience, although some respondents to Ofcom’s survey reported feeling lost and cut-off, or worried that they were missing out.

“The internet has revolutionised our lives for the better, but our love affair with the web is not always plain surfing,” said Ofcom director of market intelligence, Jane Rumble. “Millions of us are taking a fresh look at the role of technology in our lives and going on a digital detox to get a better tech-life balance.”

The 2016 report highlighted the importance of connectivity to the increasingly digitised world. According to Ofcom, 9.2 million broadband connections are now superfast – in the regulator’s view this means capable of delivering speeds of over 30Mbp. This was up from 7.1 million two years ago.

As a result of this growth in superfast connections, total telecoms revenues grew for the first time since 2011, up 0.5% to £37.5bn between 2014 and 2015, as average household spend increased due to the higher costs associated with most superfast packages.

Superfast connections

Rumble said the regulator estimated that nine in 10 premises now had access to a superfast broadband connection, up from 83% last year, which tallies with other assessments of availability.

“We are aiming for 95% by the end of 2017, so availability is growing,” she said. “I think the core questions are now related to those people who aren’t able to get superfast broadband and that is absolutely a priority for Ofcom.”

Rumble also reaffirmed Ofcom’s commitment to the 10Mbps universal service obligation, currently on its way to becoming law. She said the regulator considered a 10Mbps connection adequate for activities such as streaming video on demand (VoD), an activity that has seen a boom in popularity in the UK in the past 12 months at the expense of live television.

Ofcom will release more concrete statistics on broadband take-up in September 2016.

4G popularity still soaring

Meanwhile, 4G connections accounted for 46% of all mobile connections, up from 28% in 2014. Ofcom said 98% of UK premises were now covered by at least one 4G network, and 71% were covered by all four.

Data use is also soaring, with 89% of 16 to 24-year-olds and 25 to 34-year-olds, 77% of 35 to 54-year-olds, 50% of 55 to 64-year-olds, and 21% of over-65s using web and data services on their devices.

The report said 71% of UK adults now owned a smartphone, up from 66% this time last year, which remains the most popular device for getting online.

Ofcom said the popularity of smartphones was giving rise to a number of new social impacts, such as an increase in people bumping into each other on the street because they were absorbed in their phone, and 40% of respondents said they had been “smart-snubbed” by a friend or relative.

The report also revealed a surge in the use of instant messaging, with the proportion of adults using over-the-top services such as WhatsApp at least once a week rising from 28% in 2014 to 43% in 2016, higher among the so-called millennial age group. Photo messaging services such as Snapchat are now used by 21% of adults weekly, up from 14% in 2014.

This growth came largely at the expense of email and, notably, text messaging, which presents a revenue stream problem for mobile operators.

Rumble acknowledged this trend and said Ofcom had seen mobile revenues remain flat over the past year, which suggested operators were responding to this to some degree.

“I think with any business, as behaviors change and shift, we would expect to see different businesses adapt to those shifts in behavior,” she said.

– Alex Scroxton

Filed Under: Latest Industry News Tagged With: 4g, broadband, data, growth, instant, messaging, network, Ofcom, smartphones, superfast, technology, UK

Incredible House-Building Robot

August 14, 2016 by Julie McGrath

A new robot builder can construct an entire house in two days – and never needs a tea break.

Hadrian X is a giant truck-mounted robot that can lay up to 1,000 bricks an hour using a 30-metre arm, meaning it can stay in a single position throughout.

Bricks are fed on to a conveyor belt which sends them along the robot’s long arm – otherwise known as a telescopic boom.

At the end of the boom is a hand which grabs and arranges the bricks, securing them with construction glue instead of cement.

It is smart enough to leave spaces in the brickwork for wiring and plumbing, and can even cut and shape bricks to size.

The robot was created by Australian firm Fastbrick Robotics, and founder Mark Pivac told Perth Now: “People have been laying bricks for about 6,000 years and ever since the industrial revolution, they have tried to automate the bricklaying process.

“We’re at a technological nexus where a few different technologies have got to the level where it’s now possible to do it, and that’s what we’ve done.”

The robot took 10 years to create, and has cost about £4.5m in research and development so far.

Mr Pivac insists he has “nothing against bricklayers”, but says he just wants to streamline the construction process.

The prototype needs no human intervention once the process begins.

Fastbrick Robotics says it will take about a year before the robot is ready to hit the market.

https://www.youtube.com/watch?v=l8Q0j3UwjnQ

– SkyNews

Filed Under: Latest Industry News Tagged With: AI, artificial, automation, building, gear, house, intelligence, robot, technology

Virtual Reality to be used in 2016 Olympics

August 13, 2016 by Julie McGrath

Rio 2016 set to be a ‘laboratory’ for new virtual reality technology that will shape the future of sports broadcasting

Key moments of sporting drama from the Rio 2016 Olympic Games will be shown in full and true 360-degree high-definition virtual reality (VR), offering an unprecedented and immersive view of the action.

Using a compatible headset and their mobile phones, viewers will be transported right to the heart of the Olympic action , with coverage slated to include the opening and closing ceremonies, and one event per day. The live broadcasts will be offered via video-on-demand services provided by the various international rights holders, including NBC in the US. So far, 12 rights holders have taken up the Virtual Reality offerings, with others still to confirm.

Karen Mullins, Production Manager for the host operator OBS (Olympic Broadcasting Services), says that after successfully testing 180-degree cameras at the Lillehammer 2016 Winter Youth Olympic Games, true 360-degree Virtual Reality tech will be deployed for the first time at Rio 2016.

“VR is not about viewing in a traditional sense,” says Mullins. “It’s about an ‘experience’ and we always tend to describe it as that, rather than as coverage. In each venue, each sport, we try to take the viewer to a place that they couldn’t buy a ticket for.”

Inside the action

The OBS is planning 85 hours of VR programming, including the opening and closing ceremonies, men’s basketball – including the semi-finals and final – gymnastics, track and field, beach volleyball, diving, boxing and fencing. Short highlights of all these sports will be available the next day.

These VR offerings will complement more than 7,000 hours of content scheduled, with many events broadcast in 4K High Definition Resolution, and some in the latest 8K Ultra High Definition/Super High Vision.

Blending in

The cameras used for VR production have been developed especially for Rio 2016. They are unusual looking, about the size of a bowling ball, with many lenses, and sit on top of a stand-pole. Some have been customised, depending on the sport environment, to make sure they don’t interfere with the events.

The development of viewing devices like Samsung Gear VR, Google Cardboard and Oculus Rift, means it’s possible to experience VR at home and at an affordable price. These immersive experiences will only improve, says Mullins.

“VR mimics the in-venue experience of being in the stadium without the broadcast commentary or editorial cuts: the things we take for granted. We do have the ability to offer replays with VR, which is a first, and unsual, but the tech is still developing, so it’s a learning curve, seeing what kind of content viewers enjoy, and want more of.

The future is now

“Nobody doubts that VR will grow and become key. It’s virtually being there, rather than being a passive viewer. It’s going to be big.”

In addition, OBS will provide broadcasters with live coverage of select Olympic events using cutting-edge 8K UHD Super High Vision. OBS Chief Executive Yiannis Exarchos says the operator will use the Rio Games as an “accelerated laboratory for exploring some of these new technologies that will shape the future of sports broadcasting.”

– Jonathan Powell

Filed Under: Latest Industry News Tagged With: 2016, 360, gear, olypmics, reality, rio, sports, technology, video, virtual, VR

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