Loan Nguyen
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I, Robot:: Frédéric Kaplan’s machines make people think.
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In a sly sort of way, is a
subversive. The lanky, soft-spoken French robotics
expert, who joined the staff of Switzerland’s
prestigious École Polytechnique Fédérale de Lausanne
(EPFL) last fall, certainly doesn’t look or act the
part. But make no mistake, this man wants to mess with
your mind. And he intends to have a lot of fun doing it.
When a visitor recently sat down with Kaplan in the
research lab where he oversees a multinational team of
think-outside-the-box engineers, it was at a table that
exemplifies his latest adventure in intelligent objects:
interactive furniture.
“We call it a noise-sensitive table,” he says, running
his hand over a plate of frosted glass set in a wooden
frame. As he speaks, waves of color generated by
embedded light-emitting diodes ripple across the
surface, as if a pebble had fallen from his lips into a
phosphorescent pond. The table is equipped with hidden
microphones that measure the speaker’s voice’s timbre,
volume, location, duration, and even—in a future
prototype—stress levels. The display of lights conveys a
nonverbal, real-time reflection of what is being said.
Working with industrial designers, Kaplan and his team
are creating an entire menagerie of such nonintrusive,
smart furniture. But their goal isn’t to be merely
decorative. They also aim to toy with the way people
interact with each other and with technology. After a
few minutes, a little blue light goes on just in front
of Kaplan, signaling that he has monopolized the
dialogue thus far.
“Conversation is very important in everyday life. It
is arguably what holds society together,” he notes. “We
wanted to find out what happens if you measure things
and show them to people as they are speaking. Does it
change the dynamic of the conversation in specific ways?
It is potentially something very powerful.”
31: number of
Facial Motors in “Albert Hubo,” a Korean humanoid robot
Kaplan’s team may soon get to test their ideas in a
living laboratory, when EPFL completes construction of
its futuristic new learning center. The size of three
football fields, the learning center will house a
library, plus study and recreational facilities for the
school’s 6000 students. And Kaplan hopes to furnish it
with his experimental creations.
The 32-year-old wasn’t always so sure of what he
wanted to do. Even as a child, he had been torn between
the worlds of machines and of living things. Although he
earned an engineering degree from the École Nationale
Supérieure des Télécommunications, in Paris, he says, “I
hesitated a long time between becoming a computer
engineer and a biologist.” He even worked briefly at a
molecular biology laboratory in Germany before returning
to Paris to pursue a Ph.D. in artificial intelligence at
the Université Pierre et Marie Curie.
What drew him to A.I. wasn’t figuring out how robots
could mimic natural intelligence but rather how biology
could learn from smart machines. While Kaplan was still
in graduate school, Luc Steels, the director of Sony’s
newly opened computer science laboratory in Paris,
offered him a junior research position. It seemed the
perfect opportunity, and he eagerly accepted.
In the freewheeling atmosphere at Sony, Kaplan helped
design the “brain” of AIBO, the company’s eerily
endearing canine robot, and he continued to develop it
over nearly a decade. One of his biggest achievements
was to program AIBO to get “bored,” an experiment
designed to test the limits of open-ended
learning—the holy grail of artificial intelligence. The
first step was to write a neural network–based program
that predicts the effect of a given action—turning one’s
head, kicking a ball—and then compares the prediction
with the actual outcome, a process well known in machine
learning. Kaplan and his colleagues then created a
second “metapredictor” that tells the robot if an action
will be easy or difficult and steers it away from either
extreme. “It is motivated by experiencing progress,
which we defined as the reduction of error over time,”
says Kaplan.
As AIBO learned, it outgrew the limited range of
activities available to it. It was ready to play, in
other words, but had no suitable toys. Someone mentioned
to Kaplan that a group of talented design students at
EPFL might be able to help.
“They came up with ideas in a couple of days and
finished prototypes within a week,” recalls Kaplan. “I
was amazed.” Soon, AIBO was grappling with a miniature
pushcart, a periscopelike mirror, a waterproof
swimsuit—and continuing to learn as it played.
Kaplan found himself spending more and more time at
EPFL, and last October, he was invited by Pierre
Dillenbourg, head of EPFL’s Center for Research and
Support of Training and Its Technologies, to oversee a
new team there working on interactive furniture. In his
new Swiss digs, he continues to let his curiosity drive
his research. Lately, he’s been delving into epigenetic
robotics, a field in which developmental psychologists,
roboticists, and computer scientists see what they can
learn from one another.
Kaplan continues to be fascinated by what robots and
machines can tell humans about themselves. Westerners
tend to fear robots, he notes, in stark contrast to the
Japanese, who embrace a future in which the machines
will be ubiquitous. A good way to challenge such
prejudices, he says, is to surreptitiously slip
intelligent technologies into people’s surroundings,
through objects like his interactive furniture, and then
see how they respond.
“I want to unsettle people,” Kaplan says with a
mischievous grin. “I am exploring machines that are not
necessarily like servants but more like tricksters,
capable of surprising us and making us think and behave differently.