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•  1973:  Ichiro  Kato  at  Tokyo’s  Waseda  University  developed
                    WABOT-1,  the  first  full-scale  anthropomorphic robot.  The

                    WABOT-1 was able to communicate with a person in Japanese
                    and measure distances and directions to the objects.


            THE GROWTH YEARS (1980-1987)                                                              Ichiro Kato
            In the 1980s, the AI paradigm shifted to symbolic AI and the so-called expert systems

            or knowledge-based systems. The underlying concept was to convert human expert
            knowledge in form of computer code and distribute it as a program to a large number
            of personal computers (PCs). LISP and PROLOG were the main symbolic programming
            languages.

            Some key achievements of this period are:
                 •  1980: The robot musician WABOT-2 can converse with

                    a person, read a normal  musical  score with  its  eye
                    (camera)  and  play  tunes  of  average  difficulty  on  an
                    electronic organ. The WABOT-2 was the first milestone
                    in developing a personal robot.

                 •  1983: ID3, an algorithm that generates a decision tree
                    from a given set of data, is created. ID3 is the precursor
                    to  the  C4.5  algorithm used  in  machine  learning  and

                    natural language processing.
                                                                                                 WABOT-2
            THE MATURATION YEARS (1993-2011)
            In the 1990s and 2010s, AI addressed complex problems, providing solutions that were

            found to be useful in different applications. AI researchers began to develop and use
            more sophisticated mathematical tools.
                 •  1995: Kismet, a robot head, was created by Dr.

                    Cynthia Breazeal at the Massachusetts Institute
                    of Technology  as  an  experiment  in  affective
                    computing. Kismet could recognise and simulate
                    emotions.                                                                   Kismet

                 •  1997: IBM Deep Blue beat the world chess champion, Garry Kasparov, and became
                    the first computer to beat a world chess champion.

                 •  2000:  Honda  developed  ASIMO  (Advanced  Step  in  Innovative
                    Mobility), a humanoid robot with the ability to recognise moving
                    objects,  postures,  gestures,  its  surrounding  environment,  sounds,
                    and faces. ASIMO interpreted voice commands and human gestures,

                    and identified its companions.                                                        ASIMO

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