Louis B. Rosenberg

Last updated

Louis Barry Rosenberg
Louis Barry Rosenberg (2022).jpg
Rosenberg in 2022
Alma mater Stanford University
UCLA School of Theater, Film and Television
Children Zoe Rosenberg
Scientific career
Fields Artificial intelligence, augmented reality, virtual reality, haptic technology
Institutions
Thesis "Virtual fixtures": perceptual overlays enhance operator performance in telepresence tasks  (1994)
Doctoral advisor Larry John Leifer

Louis Barry Rosenberg (born 1969) is an American engineer, researcher, inventor, and entrepreneur. [1] He researches augmented reality, virtual reality, and artificial intelligence. He was the Cotchett Endowed Professor of Educational Technology at the California Polytechnic State University, San Luis Obispo. He founded the Immersion Corporation and Unanimous A.I., and he wrote the screenplay for the 2009 romantic comedy film, Lab Rats.

Contents

Rosenberg developed artificial swarm intelligence, which is intended to amplify the collective intelligence of networked human groups (2014–2023), [2] [3] [4] He developed the haptic computer mouse and haptic GUI (1993–1999) [5] [6] and did work to develop augmented reality at the Air Force Research Laboratory (1991–1994). [7] [8] [9]

Early life and family

Rosenberg in 1992 developing early Augmented Reality / Mixed Reality system (US Air Force, Virtual Fixtures project) Louis Barry Rosenberg (AR Research) V2 CLN - 1992.jpg
Rosenberg in 1992 developing early Augmented Reality / Mixed Reality system (US Air Force, Virtual Fixtures project)

Louis Rosenberg was born in 1969. [10] His parents purchased his first computer in 1980 and he began writing programs. He has said, "If I spelled things wrong it would give me a syntax error and let me try again... that's a helpful feature for someone who is dyslexic." [11]

Rosenberg earned a B.S. (1991), M.S. (1993), and Ph.D. (1994) in Mechanical Engineering from Stanford University. [12] His daughter, Zoe Rosenberg, is an animal rights activist. [13]

Career

From 1991 to 1994, Rosenberg was a researcher of virtual and augmented reality at Stanford University, [14] NASA Ames Research Center, [15] and Air Force Research Laboratory (formerly Armstrong Laboratory). [16] [17]

In 1993, Rosenberg founded Immersion Corporation, and later served as its CEO until 2000. [18] [19]

In 1999, Logitech released the first haptic-enabled computer mouse using FEELit technology he developed with other researchers at Immersion Corporation. [20] [21] [22] As CEO, he brought the company public on NASDAQ in 1999 and it remains public today trading as "IMMR" as a part of Russell 2000 component. [23] [24] [25]

In 2002, Rosenberg founded Outland Research, a company that developed augmented reality technology. [26]

In 2005, Rosenberg joined the faculty of California Polytechnic State University, San Luis Obispo (Cal Poly), as an assistant professor. [27] Later, he became the Cotchett Endowed Professor of Educational Technology at Cal Poly. [28] [29] [30]

In 2014, Rosenberg founded Unanimous A.I. on the basis of a novel technology known as Artificial Swarm Intelligence, which is based on the decision-making abilities of biological swarms and is utilized to enhance the collective intelligence of networked human groups. [31] [32] [33]

Rosenberg has been a vocal critic of the potential risks that virtual reality, augmented reality, and artificial intelligence pose to society in recent years. [34] [35] He has written about these technologies for VentureBeat [36] and Big Think . [26]

Research

Virtual Fixtures (Medical Concept 1991) Virtual Fixtures (Medical Concept 1991) XR2020.jpg
Virtual Fixtures (Medical Concept 1991)

In 2014, Rosenberg started research in a relatively new sub-field of AI, now known as, artificial swarm intelligence (swarm AI in short), that aims to amplify the intelligence of human groups using AI algorithms modeled on biological swarms. [8] [37] [38] [39] [40] In 2014, he founded Unanimous A.I., an artificial intelligence company. [2] [41] He has served as the company's CEO since the company was founded. [8]

Rosenberg conducted early research into virtual and augmented reality at NASA's Ames Research Center and at the Air Force Research Laboratory, developing the Virtual Fixtures platform, one of the first prototype augmented reality systems to enable human subjects to interact with mixed reality of real and virtual objects. [18] [22] [42] [43]

From 2018 to 2020, Rosenberg collaborated with researchers at Stanford University School of Medicine on a National Science Foundation funded study conducted on groups of radiologists, which was published in Nature Digital Medicine on "Human–machine partnership with artificial intelligence for chest radiograph diagnosis", related to the symbiosis of human experts and AI deep learning algorithms. [44] [45] [4] [46] With the help of researchers from the Massachusetts Institute of Technology (MIT), he studied applications of Swarm AI in order to create so-called "hive minds" of financial analysts for equity markets. [47] [45]

Rosenberg's research has focused on using AI algorithms modeled on biological swarms to support group decision-making in various fields including forecasting, estimation, and diagnosis. [37] [38] [8]

Writing

Rosenberg studied screenwriting at UCLA School of Theater, Film and Television. [48] In 2009, he wrote the screenplay for the short romantic comedy film Lab Rats directed by Sam Washington. The short won awards at the Moondance International Film Festival and the Ventura Film Festival. [49] He also wrote a feature film screenplay entitled The Manuscript in collaboration with another writer, Joe Rosenbaum, which was sold in 2018 for screen adaptation. [50] [51]

Selected publications

Related Research Articles

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

<span class="mw-page-title-main">Swarm intelligence</span> Collective behavior of decentralized, self-organized systems

Swarm intelligence (SI) is the collective behavior of decentralized, self-organized systems, natural or artificial. The concept is employed in work on artificial intelligence. The expression was introduced by Gerardo Beni and Jing Wang in 1989, in the context of cellular robotic systems.

<span class="mw-page-title-main">Mixed reality</span> Merging of real and virtual worlds to produce new environments

Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.

<span class="mw-page-title-main">Dario Floreano</span> Swiss-Italian roboticist and engineer

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In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1948, first seen in the game Nim. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. One of the most infamous examples of this NPC technology and gradual difficulty levels can be found in the game Punch-Out!!.

<i>Rainbows End</i> (Vinge novel) 2006 novel by Vernor Vinge

Rainbows End is a 2006 science fiction novel by Vernor Vinge. It was awarded the 2007 Hugo Award for Best Novel. The book is set in San Diego, California, in 2025, in a variation of the fictional world Vinge explored in his 2002 Hugo-winning novella "Fast Times at Fairmont High" and 2004's "Synthetic Serendipity". Vinge had tentative plans for a sequel, picking up some of the loose threads left at the end of the novel. The many technological advances depicted in the novel suggest that the world is undergoing ever-increasing change, following the technological singularity, a recurring subject in Vinge's fiction and nonfiction writing.

<span class="mw-page-title-main">Intelligence amplification</span> Use of information technology to augment human intelligence

Intelligence amplification (IA) refers to the effective use of information technology in augmenting human intelligence. The idea was first proposed in the 1950s and 1960s by cybernetics and early computer pioneers.

The following outline is provided as an overview of and topical guide to artificial intelligence:

A virtual fixture is an overlay of augmented sensory information upon a user's perception of a real environment in order to improve human performance in both direct and remotely manipulated tasks. Developed in the early 1990s by Louis Rosenberg at the U.S. Air Force Research Laboratory (AFRL), Virtual Fixtures was a pioneering platform in virtual reality and augmented reality technologies.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

In virtual reality (VR), immersion is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

<span class="mw-page-title-main">Daniela L. Rus</span> American computer scientist

Daniela L. Rus is a roboticist and computer scientist, Director of the MIT Computer Science and Artificial Intelligence Laboratory (CSAIL), and the Andrew and Erna Viterbi Professor in the Department of Electrical Engineering and Computer Science (EECS) at the Massachusetts Institute of Technology. She is the author of the books Computing the Future and The Heart and the Chip.

Virtual intelligence (VI) is the term given to artificial intelligence that exists within a virtual world. Many virtual worlds have options for persistent avatars that provide information, training, role-playing, and social interactions.

Affective haptics is an area of research which focuses on the study and design of devices and systems that can elicit, enhance, or influence the emotional state of a human by means of sense of touch. The research field is originated with the Dzmitry Tsetserukou and Alena Neviarouskaya papers on affective haptics and real-time communication system with rich emotional and haptic channels. Driven by the motivation to enhance social interactivity and emotionally immersive experience of users of real-time messaging, virtual, augmented realities, the idea of reinforcing (intensifying) own feelings and reproducing (simulating) the emotions felt by the partner was proposed. Four basic haptic (tactile) channels governing our emotions can be distinguished:

  1. physiological changes
  2. physical stimulation
  3. social touch
  4. emotional haptic design.
<span class="mw-page-title-main">Oussama Khatib</span> American Roboticist

Oussama Khatib is a roboticist and a professor of computer science at Stanford University, and a Fellow of the IEEE. He is credited with seminal work in areas ranging from robot motion planning and control, human-friendly robot design, to haptic interaction and human motion synthesis. His work's emphasis has been to develop theories, algorithms, and technologies, that control robot systems by using models of their physical dynamics. These dynamic models are used to derive optimal controllers for complex robots that interact with the environment in real-time.

Visuo-haptic mixed reality (VHMR) is a branch of mixed reality that has the ability of merging visual and tactile perceptions of both virtual and real objects with a collocated approach. The first known system to overlay augmented haptic perceptions on direct views of the real world is the Virtual Fixtures system developed in 1992 at the US Air Force Research Laboratories. Like any emerging technology, the development of the VHMR systems is accompanied by challenges that, in this case, deal with the efforts to enhance the multi-modal human perception with the user-computer interface and interaction devices at the moment available. Visuo-haptic mixed reality (VHMR) consists of adding to a real scene the ability to see and touch virtual objects. It requires the use of see-through display technology for visually mixing real and virtual objects and haptic devices necessary to provide haptic stimuli to the user while interacting with the virtual objects. A VHMR setup allows the user to perceive visual and kinesthetic stimuli in a co-located manner, i.e., the user can see and touch virtual objects at the same spatial location. This setup overcomes the limits of the traditional one, i.e, display and haptic device, because the visuo-haptic co-location of the user's hand and a virtual tool improve the sensory integration of multimodal cues and makes the interaction more natural. But it also comes with technological challenges in order to improve the naturalness of the perceptual experience.

<span class="mw-page-title-main">Unanimous A.I.</span> American technology company specializing in artificial swarm intelligence

Unanimous AI is an American technology company provides artificial swarm intelligence (ASI) technology. Unanimous AI provides a "human swarming" platform "swarm.ai" that allows distributed groups of users to collectively predict answers to questions. This process has resulted in successful predictions of major events such as the Kentucky Derby, the Oscars, the Stanley Cup, Presidential Elections, and the World Series.

<span class="mw-page-title-main">VRTO</span> International exhibition and professional conference

VRTO was founded in 2015 by Keram Malicki-Sánchez as a Meetup group dedicated to virtual reality in Toronto. In June 2016, VRTO launched the VRTO Virtual & Augmented Reality World Conference & Expo, a professional event focused on exploring arts, culture, and science through immersive technologies.

<span class="mw-page-title-main">Domenico Prattichizzo</span>

Domenico Prattichizzo is an Italian scientist with a strong and international recognized expertise in the fields of Haptics, Robotics and, Wearable technology. His researches find their main applications in virtual and augmented reality scenarios and in the rehabilitation of people with upper and lower limbs, visual and cognitive impairments.

<span class="mw-page-title-main">Pieter Abbeel</span> Machine learning researcher at Berkeley

Pieter Abbeel is a professor of electrical engineering and computer sciences, Director of the Berkeley Robot Learning Lab, and co-director of the Berkeley AI Research (BAIR) Lab at the University of California, Berkeley. He is also the co-founder of covariant.ai, a venture-funded start-up that aims to teach robots new, complex skills, and co-founder of Gradescope, an online grading system that has been implemented in over 500 universities nationwide. He is best known for his cutting-edge research in robotics and machine learning, particularly in deep reinforcement learning. In 2021, he joined AIX Ventures as an Investment Partner. AIX Ventures is a venture capital fund that invests in artificial intelligence startups.

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