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    A new way to integrate data with physical objects

    To get a sense of what StructCode is all about, says Mustafa Doğa Doğan, think of Superman. Not the “faster than a speeding bullet” and “more powerful than a locomotive” version, but a Superman, or Superwoman, who sees the world differently from ordinary mortals — someone who can look around a room and glean all kinds of information about ordinary objects that is not apparent to people with less penetrating faculties.

    That, in a nutshell, is “the high-level idea behind StructCode,” explains Doğan, a PhD student in electrical engineering and computer science at MIT and an affiliate of the MIT Computer Science and Artificial Intelligence Laboratory (CSAIL). “The goal is to change the way we interact with objects” — to make those interactions more meaningful and more meaning-laden — “by embedding information into objects in ways that can be readily accessed.”

    StructCode grew out of an effort called InfraredTags, which Doğan and other colleagues introduced in 2022. That work, as well as the current project, was carried out in the laboratory of MIT Associate Professor Stefanie Mueller — Doğan’s advisor, who has taken part in both projects. In last year’s approach, “invisible” tags — that can only be seen with cameras capable of detecting infrared light — were used to reveal information about physical objects. The drawback there was that many cameras cannot perceive infrared light. Moreover, the method for fabricating these objects and affixing the tags to their surfaces relied on 3D printers, which tend to be very slow and often can only make objects that are small.

    StructCode, at least in its original version, relies on objects produced with laser-cutting techniques that can be manufactured within minutes, rather than the hours it might take on a 3D printer. Information can be extracted from these objects, moreover, with the RGB cameras that are commonly found in smartphones; the ability to operate in the infrared range of the spectrum is not required.

    In their initial demonstrations of the idea, the MIT-led team decided to construct their objects out of wood, making pieces such as furniture, picture frames, flowerpots, or toys that are well suited to laser-cut fabrication. A key question that had to be resolved was this: How can information be stored in a way that is unobtrusive and durable, as compared to externally-attached bar codes and QR codes, and also will not undermine an object’s structural integrity?

    The solution that the team has come up with, for now, is to rely on joints, which are ubiquitous in wooden objects made out of more than one component. Perhaps the most familiar is the finger joint, which has a kind of zigzag pattern whereby two wooden pieces adjoin at right angles such that every protruding “finger” along the joint of the first piece fits into a corresponding “gap” in the joint of the second piece and, similarly, every gap in the joint of the first piece is filled with a finger from the second.

    “Joints have these repeating features, which are like repeating bits,” Dogan says. To create a code, the researchers slightly vary the length of the gaps or fingers. A standard size length is accorded a 1. A slightly shorter length is assigned a 0, and a slightly longer length is assigned a 2. The encoding scheme is based on the sequence of these numbers, or bits, that can be observed along a joint. For every string of four bits, there are 81 (34) possible variations.

    The team also demonstrated ways of encoding messages in “living hinges” — a kind of joint that is made by taking a flat, rigid piece of material and making it bendable by cutting a series of parallel, vertical lines. As with the finger joints, the distance between these lines can be varied: 1 being the standard length, 0 being a slightly shorter length, and 2 being slightly longer. And in this way, a code can be assembled from an object that contains a living hinge.

    The idea is described in a paper, “StructCode: Leveraging Fabrication Artifacts to Store Data in Laser-Cut Objects,” that was presented this month at the 2023 ACM Symposium on Computational Fabrication in New York City. Doğan, the paper’s first author, is joined by Mueller and four coauthors — recent MIT alumna Grace Tang ’23, MNG ’23; MIT undergraduate Richard Qi; University of California at Berkeley graduate student Vivian Hsinyueh Chan; and Cornell University Assistant Professor Thijs Roumen.

    “In the realm of materials and design, there is often an inclination to associate novelty and innovation with entirely new materials or manufacturing techniques,” notes Elvin Karana, a professor of materials innovation and design at the Delft University of Technology. One of the things that impresses Karana most about StructCode is that it provides a novel means of storing data by “applying a commonly used technique like laser cutting and a material as ubiquitous as wood.”

    The idea for StructCode, adds University of Colorado computer scientist Ellen Yi-Luen Do, “is “simple, elegant, and totally makes sense. It’s like having the Rosetta Stone to help decipher Egyptian hieroglyphs.”

    Patrick Baudisch, a computer scientist at the Hasso Plattner Institute in Germany, views StructCode as “a great step forward for personal fabrication. It takes a key piece of functionality that’s only offered today for mass-produced goods and brings it to custom objects.”

    Here, in brief, is how it works: First, a laser cutter — guided by a model created via StructCode — fabricates an object into which encoded information has been embedded. After downloading a StructCode app, an user can decode the hidden message by pointing a cellphone camera at the object, which can (aided by StructCode software) detect subtle variations in length found in an object’s outward-facing joints or living hinges.

    The process is even easier if the user is equipped with augmented reality glasses, Doğan says. “In that case, you don’t need to point a camera. The information comes up automatically.” And that can give people more of the “superpowers” that the designers of StructCode hope to confer.

    “The object doesn’t need to contain a lot of information,” Doğan adds. “Just enough — in the form of, say, URLs — to direct people to places they can find out what they need to know.”

    Users might be sent to a website where they can obtain information about the object — how to care for it, and perhaps eventually how to disassemble it and recycle (or safely dispose of) its contents. A flowerpot that was made with living hinges might inform a user, based on records that are maintained online, as to when the plant inside the pot was last watered and when it needs to be watered again. Children examining a toy crocodile could, through StructCode, learn scientific details about various parts of the animal’s anatomy. A picture frame made with finger joints modified by StructCode could help people find out about the painting inside the frame and about the person (or persons) who created the artwork — perhaps linking to a video of an artist talking about this work directly.

    “This technique could pave the way for new applications, such as interactive museum exhibits,” says Raf Ramakers, a computer scientist at Hasselt University in Belgium. “It holds the potential for broadening the scope of how we perceive and interact with everyday objects” — which is precisely the goal that motivates the work of Doğan and his colleagues.

    But StructCode is not the end of the line, as far as Doğan and his collaborators are concerned. The same general approach could be adapted to other manufacturing techniques besides laser cutting, and information storage doesn’t have to be confined to the joints of wooden objects. Data could be represented, for instance, in the texture of leather, within the pattern of woven or knitted pieces, or concealed by other means within an image. Doğan is excited by the breadth of available options and by the fact that their “explorations into this new realm of possibilities, designed to make objects and our world more interactive, are just beginning.” More

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    Bringing the social and ethical responsibilities of computing to the forefront

    There has been a remarkable surge in the use of algorithms and artificial intelligence to address a wide range of problems and challenges. While their adoption, particularly with the rise of AI, is reshaping nearly every industry sector, discipline, and area of research, such innovations often expose unexpected consequences that involve new norms, new expectations, and new rules and laws.

    To facilitate deeper understanding, the Social and Ethical Responsibilities of Computing (SERC), a cross-cutting initiative in the MIT Schwarzman College of Computing, recently brought together social scientists and humanists with computer scientists, engineers, and other computing faculty for an exploration of the ways in which the broad applicability of algorithms and AI has presented both opportunities and challenges in many aspects of society.

    “The very nature of our reality is changing. AI has the ability to do things that until recently were solely the realm of human intelligence — things that can challenge our understanding of what it means to be human,” remarked Daniel Huttenlocher, dean of the MIT Schwarzman College of Computing, in his opening address at the inaugural SERC Symposium. “This poses philosophical, conceptual, and practical questions on a scale not experienced since the start of the Enlightenment. In the face of such profound change, we need new conceptual maps for navigating the change.”

    The symposium offered a glimpse into the vision and activities of SERC in both research and education. “We believe our responsibility with SERC is to educate and equip our students and enable our faculty to contribute to responsible technology development and deployment,” said Georgia Perakis, the William F. Pounds Professor of Management in the MIT Sloan School of Management, co-associate dean of SERC, and the lead organizer of the symposium. “We’re drawing from the many strengths and diversity of disciplines across MIT and beyond and bringing them together to gain multiple viewpoints.”

    Through a succession of panels and sessions, the symposium delved into a variety of topics related to the societal and ethical dimensions of computing. In addition, 37 undergraduate and graduate students from a range of majors, including urban studies and planning, political science, mathematics, biology, electrical engineering and computer science, and brain and cognitive sciences, participated in a poster session to exhibit their research in this space, covering such topics as quantum ethics, AI collusion in storage markets, computing waste, and empowering users on social platforms for better content credibility.

    Showcasing a diversity of work

    In three sessions devoted to themes of beneficent and fair computing, equitable and personalized health, and algorithms and humans, the SERC Symposium showcased work by 12 faculty members across these domains.

    One such project from a multidisciplinary team of archaeologists, architects, digital artists, and computational social scientists aimed to preserve endangered heritage sites in Afghanistan with digital twins. The project team produced highly detailed interrogable 3D models of the heritage sites, in addition to extended reality and virtual reality experiences, as learning resources for audiences that cannot access these sites.

    In a project for the United Network for Organ Sharing, researchers showed how they used applied analytics to optimize various facets of an organ allocation system in the United States that is currently undergoing a major overhaul in order to make it more efficient, equitable, and inclusive for different racial, age, and gender groups, among others.

    Another talk discussed an area that has not yet received adequate public attention: the broader implications for equity that biased sensor data holds for the next generation of models in computing and health care.

    A talk on bias in algorithms considered both human bias and algorithmic bias, and the potential for improving results by taking into account differences in the nature of the two kinds of bias.

    Other highlighted research included the interaction between online platforms and human psychology; a study on whether decision-makers make systemic prediction mistakes on the available information; and an illustration of how advanced analytics and computation can be leveraged to inform supply chain management, operations, and regulatory work in the food and pharmaceutical industries.

    Improving the algorithms of tomorrow

    “Algorithms are, without question, impacting every aspect of our lives,” said Asu Ozdaglar, deputy dean of academics for the MIT Schwarzman College of Computing and head of the Department of Electrical Engineering and Computer Science, in kicking off a panel she moderated on the implications of data and algorithms.

    “Whether it’s in the context of social media, online commerce, automated tasks, and now a much wider range of creative interactions with the advent of generative AI tools and large language models, there’s little doubt that much more is to come,” Ozdaglar said. “While the promise is evident to all of us, there’s a lot to be concerned as well. This is very much time for imaginative thinking and careful deliberation to improve the algorithms of tomorrow.”

    Turning to the panel, Ozdaglar asked experts from computing, social science, and data science for insights on how to understand what is to come and shape it to enrich outcomes for the majority of humanity.

    Sarah Williams, associate professor of technology and urban planning at MIT, emphasized the critical importance of comprehending the process of how datasets are assembled, as data are the foundation for all models. She also stressed the need for research to address the potential implication of biases in algorithms that often find their way in through their creators and the data used in their development. “It’s up to us to think about our own ethical solutions to these problems,” she said. “Just as it’s important to progress with the technology, we need to start the field of looking at these questions of what biases are in the algorithms? What biases are in the data, or in that data’s journey?”

    Shifting focus to generative models and whether the development and use of these technologies should be regulated, the panelists — which also included MIT’s Srini Devadas, professor of electrical engineering and computer science, John Horton, professor of information technology, and Simon Johnson, professor of entrepreneurship — all concurred that regulating open-source algorithms, which are publicly accessible, would be difficult given that regulators are still catching up and struggling to even set guardrails for technology that is now 20 years old.

    Returning to the question of how to effectively regulate the use of these technologies, Johnson proposed a progressive corporate tax system as a potential solution. He recommends basing companies’ tax payments on their profits, especially for large corporations whose massive earnings go largely untaxed due to offshore banking. By doing so, Johnson said that this approach can serve as a regulatory mechanism that discourages companies from trying to “own the entire world” by imposing disincentives.

    The role of ethics in computing education

    As computing continues to advance with no signs of slowing down, it is critical to educate students to be intentional in the social impact of the technologies they will be developing and deploying into the world. But can one actually be taught such things? If so, how?

    Caspar Hare, professor of philosophy at MIT and co-associate dean of SERC, posed this looming question to faculty on a panel he moderated on the role of ethics in computing education. All experienced in teaching ethics and thinking about the social implications of computing, each panelist shared their perspective and approach.

    A strong advocate for the importance of learning from history, Eden Medina, associate professor of science, technology, and society at MIT, said that “often the way we frame computing is that everything is new. One of the things that I do in my teaching is look at how people have confronted these issues in the past and try to draw from them as a way to think about possible ways forward.” Medina regularly uses case studies in her classes and referred to a paper written by Yale University science historian Joanna Radin on the Pima Indian Diabetes Dataset that raised ethical issues on the history of that particular collection of data that many don’t consider as an example of how decisions around technology and data can grow out of very specific contexts.

    Milo Phillips-Brown, associate professor of philosophy at Oxford University, talked about the Ethical Computing Protocol that he co-created while he was a SERC postdoc at MIT. The protocol, a four-step approach to building technology responsibly, is designed to train computer science students to think in a better and more accurate way about the social implications of technology by breaking the process down into more manageable steps. “The basic approach that we take very much draws on the fields of value-sensitive design, responsible research and innovation, participatory design as guiding insights, and then is also fundamentally interdisciplinary,” he said.

    Fields such as biomedicine and law have an ethics ecosystem that distributes the function of ethical reasoning in these areas. Oversight and regulation are provided to guide front-line stakeholders and decision-makers when issues arise, as are training programs and access to interdisciplinary expertise that they can draw from. “In this space, we have none of that,” said John Basl, associate professor of philosophy at Northeastern University. “For current generations of computer scientists and other decision-makers, we’re actually making them do the ethical reasoning on their own.” Basl commented further that teaching core ethical reasoning skills across the curriculum, not just in philosophy classes, is essential, and that the goal shouldn’t be for every computer scientist be a professional ethicist, but for them to know enough of the landscape to be able to ask the right questions and seek out the relevant expertise and resources that exists.

    After the final session, interdisciplinary groups of faculty, students, and researchers engaged in animated discussions related to the issues covered throughout the day during a reception that marked the conclusion of the symposium. More

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    Architectural heritage like you haven’t seen it before

    The shrine of Khwaja Abu Nasr Parsa is a spectacular mosque in Balkh, Afghanistan. Also known as the “Green Mosque” due to the brilliant color of its tiled and painted dome, the intricately decorated building dates to the 16th century.

    If it were more accessible, the Green Mosque would attract many visitors. But Balkh is located in northern Afghanistan, roughly 50 miles from the border with Uzbekistan, and few outsiders will ever reach it. Still, anyone can now get a vivid sense of the mosque thanks to MIT’s new “Ways of Seeing” project, an innovative form of historic preservation.

    Play video

    PHD student Nikolaos Vlavianos created the following Extended Reality sequences for the “Ways of Seeing” project.

    “Ways of Seeing” uses multiple modes of imagery to produce a rich visual record of four historic building sites in Afghanistan — including colorful 3D still images, virtual reality imagery that takes viewers around and in some cases inside the structures, and exquisite hand-drawn architectural renderings of the buildings. The project’s imagery will be made available for viewing through the MIT Libraries by the end of June, with open access for the public. A subset of curated project materials will also be available through Archnet, an open access resource on the built environment of Muslim societies, which is a collaboration between the Aga Khan Documentation Center of the MIT Libraries and the Aga Khan Trust for Culture.

    “After the U.S. withdrawal from Afghanistan in August 2021, Associate Provost Richard Lester convened a set of MIT faculty in a working group to think of what we as a community of scholars could be doing that would be meaningful to people in Afghanistan at this point in time,” says Fotini Christia, an MIT political science professor who led the project. “‘Ways of Seeing’ is a project that I conceived after discussions with that group of colleagues and which is truly in the MIT tradition: It combines field data, technology, and art to protect heritage and serve the world.”

    Christia, the Ford International Professor of the Social Sciences and director of the Sociotechnical Systems Research Center at the MIT Schwarzman College of Computing, has worked extensively in Afghanistan conducting field research about civil society. She viewed this project as a unique opportunity to construct a detailed, accessible record of remarkable heritage sites — through sophisticated digital elements as well as finely wrought ink drawings.

    “The idea is these drawings would inspire interest and pride in this heritage, a kind of amazement and motivation to preserve this for as long as humanly possible,” says Jelena Pejkovic MArch ’06, a practicing architect who made the large-scale renderings by hand over a period of months.

    Pejkovic adds: “These drawings are extremely time-consuming, and for me this is part of the motivation. They ask you to slow down and pay attention. What can you take in from all this material that we have collected? How do you take time to look, to interpret, to understand what is in front of you?”

    The project’s “digital transformation strategy” was led by Nikolaos Vlavianos, a PhD candidate in the Department of Architecture’s Design and Computation group. The group uses cutting-edge technologies and drones to make three-dimensional digital reconstructions of large-scale architectural sites and create immersive experiences in extended reality (XR). Vlavianos also conducts studies of the psychological and physiological responses of humans experiencing such spaces in XR and in person. 

    “I regard this project as an effort toward a broader architectural metaverse consisting of immersive experiences in XR of physical spaces around the world that are difficult or impossible to access due to political, social, and even cultural constraints,” says Vlavianos. “These spaces in the metaverse are information hubs promoting an embodied experiential approach of living, sensing, seeing, hearing, and touching.”

    Nasser Rabbat, the Aga Khan Professor and director of the Aga Khan Program for Islamic Architecture at MIT, also offered advice and guidance on the early stages of the project.

    The project — formally titled “Ways of Seeing: Documenting Endangered Built Heritage in Afghanistan” — encompasses imaging of four quite varied historical sites in Afghanistan.

    These are the Green Mosque in Balkh; the Parwan Stupa, a Buddhist dome south of Kabul; the tomb of Gawhar Saad, in Herat, in honor of the queen of the emperor of the Timurid, who was herself a highly influential figure in the 14th and 15th centuries; and the Minaret of Jam, a remarkable 200-foot tall tower dating to the 12th century, next to the Hari River in a distant spot in western Afghanistan.

    The sites thus encompass multiple religions and a diversity of building types. Many are in remote locations within Afghanistan that cannot readily be accessed by visitors — including scholars.

    “Ways of Seeing” is supported by a Mellon Faculty Grant from the MIT Center for Art, Science, and Technology (CAST), and by faculty funding from the MIT School of Humanities, Arts, and Social Sciences (SHASS). It is co-presented with the Institute for Data, Systems, and Society (IDSS), the Sociotechnical Systems Research Center (SSRC) at the MIT Schwarzman College of Computing, the MIT Department of Political Science, and SHASS.

    Two students from Wellesley College participating in MIT’s Undergraduate Research Opportunities Program (UROP), juniors Meng Lu and Muzi Fang, also worked on the project under the guidance of Vlavianos to create a video game for children involving the Gawhar Saad heritage site. 

    To generate the imagery, the MIT team worked with an Afghan digital production team that was on the ground in the country; they went to the four sites and took thousands of pictures, having been trained remotely by Vlavianos to perform a 3D scanning aerial operation. They were led by Shafic Gawhari, the managing director for Afghanistan at the Moby Group, an international media enterprise; others involved were Mohammad Jan Kamal, Nazifullah Benaam, Warekzai Ghayoor, Rahm Ali Mohebzada, Mohammad Harif Ghobar, and Abdul Musawer Anwari.

    The journalists documented the sites by collecting 15,000 to 30,000 images, while Vlavianos computationally generated point clouds and mesh geometry with detailed texture mapping. The outcome of those models consisted of still images,  immersive experiences in XR, and data for Pejkovic.  

    “‘Ways of Seeing’ proposes a hybrid model of remote data collection,” says Vlavianos, who in his time at MIT has also led similar projects at Machu Picchu in Peru, and the Simonos Petra monastery at Mount Athos, Greece. To produce similar imagery even more easily, he says, “The next step — which I am working on — is to utilize autonomous drones deployed simultaneously in various locations on the world for rapid production and advanced neural network algorithms to generate models from lower number of images.”  

    In the future, Vlavianos envisions documenting and reconstructing other sites around the world using crowdsourcing data, historical images, satellite imagery, or even by having local communities learn XR techniques. 

    Pejkovic produced her drawings based on the digital models assembled by Vlavianos, carefully using a traditional rendering technique in which she would first outline the measurements of each structure, at scale, and then gradually ink in the drawings to give the buildings texture. The inking technique she used is based on VERNADOC, a method of documenting vernacular architecture developed by the Finnish architect Markku Mattila.

    “I wanted to rediscover the most traditional possible kind of documentation — measuring directly by hand, and drawing by hand,” says Pejkovic. She has been active in conservation of cultural heritage for over 10 years.

    The first time Pejkovic ever saw this type of hand-drawn renderings in person, she recalls thinking, “This is not possible, a human being cannot make drawings like this.” However, she wryly adds, “You know the motto at MIT is ‘mens et manus,’ mind and hand.” And so she embarked on hand drawing these renderings herself, at a large scale — her image of the Minaret of Jam has been printed in a crisp 8-foot version by the MIT team.

    “The ultimate intent of this project has been to make all these outputs, which are co-owned with the Afghans who carried out the data collection on the ground, available to Afghan refugees displaced around the world but also accessible to anyone keen to witness them,” Christia says. “The digital twins [representations] of these sites are also meant to work as repositories of information for any future preservation efforts. This model can be replicated and scaled for other heritage sites at risk from wars, environmental disaster, or cultural appropriation.” More

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    Boosting passenger experience and increasing connectivity at the Hong Kong International Airport

    Recently, a cohort of 36 students from MIT and universities across Hong Kong came together for the MIT Entrepreneurship and Maker Skills Integrator (MEMSI), an intense two-week startup boot camp hosted at the MIT Hong Kong Innovation Node.

    “We’re very excited to be in Hong Kong,” said Professor Charles Sodini, LeBel Professor of Electrical Engineering and faculty director of the Node. “The dream always was to bring MIT and Hong Kong students together.”

    Students collaborated on six teams to meet real-world industry challenges through action learning, defining a problem, designing a solution, and crafting a business plan. The experience culminated in the MEMSI Showcase, where each team presented its process and unique solution to a panel of judges. “The MEMSI program is a great demonstration of important international educational goals for MIT,” says Professor Richard Lester, associate provost for international activities and chair of the Node Steering Committee at MIT. “It creates opportunities for our students to solve problems in a particular and distinctive cultural context, and to learn how innovations can cross international boundaries.” 

    Meeting an urgent challenge in the travel and tourism industry

    The Hong Kong Airport Authority (AAHK) served as the program’s industry partner for the third consecutive year, challenging students to conceive innovative ideas to make passenger travel more personalized from end-to-end while increasing connectivity. As the travel industry resuscitates profitability and welcomes crowds back amidst ongoing delays and labor shortages, the need for a more passenger-centric travel ecosystem is urgent.

    The airport is the third-busiest international passenger airport and the world’s busiest cargo transit. Students experienced an insider’s tour of the Hong Kong International Airport to gain on-the-ground orientation. They observed firsthand the complex logistics, possibilities, and constraints of operating with a team of 78,000 employees who serve 71.5 million passengers with unique needs and itineraries.

    Throughout the program, the cohort was coached and supported by MEMSI alumni, travel industry mentors, and MIT faculty such as Richard de Neufville, professor of engineering systems.

    The mood inside the open-plan MIT Hong Kong Innovation Node was nonstop energetic excitement for the entire program. Each of the six teams was composed of students from MIT and from Hong Kong universities. They learned to work together under time pressure, develop solutions, receive feedback from industry mentors, and iterate around the clock.

    “MEMSI was an enriching and amazing opportunity to learn about entrepreneurship while collaborating with a diverse team to solve a complex problem,” says Maria Li, a junior majoring in computer science, economics, and data science at MIT. “It was incredible to see the ideas we initially came up with as a team turn into a single, thought-out solution by the end.”

    Unsurprisingly given MIT’s focus on piloting the latest technology and the tech-savvy culture of Hong Kong as a global center, many team projects focused on virtual reality, apps, and wearable technology designed to make passengers’ journeys more individualized, efficient, or enjoyable.

    After observing geospatial patterns charting passengers’ movement through an airport, one team realized that many people on long trips aim to meet fitness goals by consciously getting their daily steps power walking the expansive terminals. The team’s prototype, FitAir, is a smart, biometric token integrated virtual coach, which plans walking routes within the airport to promote passenger health and wellness.

    Another team noted a common frustration among frequent travelers who manage multiple mileage rewards program profiles, passwords, and status reports. They proposed AirPoint, a digital wallet that consolidates different rewards programs and presents passengers with all their airport redemption opportunities in one place.

    “Today, there is no loser,” said Vivian Cheung, chief operating officer of AAHK, who served as one of the judges. “Everyone is a winner. I am a winner, too. I have learned a lot from the showcase. Some of the ideas, I believe, can really become a business.”

    Cheung noted that in just 12 days, all teams observed and solved her organization’s pain points and successfully designed solutions to address them.

    More than a competition

    Although many of the models pitched are inventive enough to potentially shape the future of travel, the main focus of MEMSI isn’t to act as yet another startup challenge and incubator.

    “What we’re really focusing on is giving students the ability to learn entrepreneurial thinking,” explains Marina Chan, senior director and head of education at the Node. “It’s the dynamic experience in a highly connected environment that makes being in Hong Kong truly unique. When students can adapt and apply theory to an international context, it builds deeper cultural competency.”

    From an aerial view, the boot camp produced many entrepreneurs in the making and lasting friendships, and respect for other cultural backgrounds and operating environments.

    “I learned the overarching process of how to make a startup pitch, all the way from idea generation, market research, and making business models, to the pitch itself and the presentation,” says Arun Wongprommoon, a senior double majoring in computer science and engineering and linguistics.  “It was all a black box to me before I came into the program.”

    He said he gained tremendous respect for the startup world and the pure hard work and collaboration required to get ahead.

    Spearheaded by the Node, MEMSI is a collaboration among the MIT Innovation Initiative, the Martin Trust Center for Entrepreneurship, the MIT International Science and Technology Initiatives, and Project Manus. Learn more about applying to MEMSI. More

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    Simulating discrimination in virtual reality

    Have you ever been advised to “walk a mile in someone else’s shoes?” Considering another person’s perspective can be a challenging endeavor — but recognizing our errors and biases is key to building understanding across communities. By challenging our preconceptions, we confront prejudice, such as racism and xenophobia, and potentially develop a more inclusive perspective about others.

    To assist with perspective-taking, MIT researchers have developed “On the Plane,” a virtual reality role-playing game (VR RPG) that simulates discrimination. In this case, the game portrays xenophobia directed against a Malaysian America woman, but the approach can be generalized. Situated on an airplane, players can take on the role of characters from different backgrounds, engaging in dialogue with others while making in-game choices to a series of prompts. In turn, players’ decisions control the outcome of a tense conversation between the characters about cultural differences.

    As a VR RPG, “On the Plane” encourages players to take on new roles that may be outside of their personal experiences in the first person, allowing them to confront in-group/out-group bias by incorporating new perspectives into their understanding of different cultures. Players engage with three characters: Sarah, a first-generation Muslim American of Malaysian ancestry who wears a hijab; Marianne, a white woman from the Midwest with little exposure to other cultures and customs; or a flight attendant. Sarah represents the out group, Marianne is a member of the in group, and the flight staffer is a bystander witnessing an exchange between the two passengers.“This project is part of our efforts to harness the power of virtual reality and artificial intelligence to address social ills, such as discrimination and xenophobia,” says Caglar Yildirim, an MIT Computer Science and Artificial Intelligence Laboratory (CSAIL) research scientist who is a co-author and co-game designer on the project. “Through the exchange between the two passengers, players experience how one passenger’s xenophobia manifests itself and how it affects the other passenger. The simulation engages players in critical reflection and seeks to foster empathy for the passenger who was ‘othered’ due to her outfit being not so ‘prototypical’ of what an American should look like.”

    Yildirim worked alongside the project’s principal investigator, D. Fox Harrell, MIT professor of digital media and AI at CSAIL, the Program in Comparative Media Studies/Writing (CMS), and the Institute for Data, Systems, and Society (IDSS) and founding director of the MIT Center for Advanced Virtuality. “It is not possible for a simulation to give someone the life experiences of another person, but while you cannot ‘walk in someone else’s shoes’ in that sense, a system like this can help people recognize and understand the social patterns at work when it comes to issue like bias,” says Harrell, who is also co-author and designer on this project. “An engaging, immersive, interactive narrative can also impact people emotionally, opening the door for users’ perspectives to be transformed and broadened.” This simulation also utilizes an interactive narrative engine that creates several options for responses to in-game interactions based on a model of how people are categorized socially. The tool grants players a chance to alter their standing in the simulation through their reply choices to each prompt, affecting their affinity toward the other two characters. For example, if you play as the flight attendant, you can react to Marianne’s xenophobic expressions and attitudes toward Sarah, changing your affinities. The engine will then provide you with a different set of narrative events based on your changes in standing with others.

    To animate each avatar, “On the Plane” incorporates artificial intelligence knowledge representation techniques controlled by probabilistic finite state machines, a tool commonly used in machine learning systems for pattern recognition. With the help of these machines, characters’ body language and gestures are customizable: if you play as Marianne, the game will customize her mannerisms toward Sarah based on user inputs, impacting how comfortable she appears in front of a member of a perceived out group. Similarly, players can do the same from Sarah or the flight attendant’s point of view.In a 2018 paper based on work done in a collaboration between MIT CSAIL and the Qatar Computing Research Institute, Harrell and co-author Sercan Şengün advocated for virtual system designers to be more inclusive of Middle Eastern identities and customs. They claimed that if designers allowed users to customize virtual avatars more representative of their background, it might empower players to engage in a more supportive experience. Four years later, “On the Plane” accomplishes a similar goal, incorporating a Muslim’s perspective into an immersive environment.

    “Many virtual identity systems, such as avatars, accounts, profiles, and player characters, are not designed to serve the needs of people across diverse cultures. We have used statistical and AI methods in conjunction with qualitative approaches to learn where the gaps are,” they note. “Our project helps engender perspective transformation so that people will treat each other with respect and enhanced understanding across diverse cultural avatar representations.”

    Harrell and Yildirim’s work is part of the MIT IDSS’s Initiative on Combatting Systemic Racism (ICSR). Harrell is on the initiative’s steering committee and is the leader of the newly forming Antiracism, Games, and Immersive Media vertical, who study behavior, cognition, social phenomena, and computational systems related to race and racism in video games and immersive experiences.

    The researchers’ latest project is part of the ICSR’s broader goal to launch and coordinate cross-disciplinary research that addresses racially discriminatory processes across American institutions. Using big data, members of the research initiative develop and employ computing tools that drive racial equity. Yildirim and Harrell accomplish this goal by depicting a frequent, problematic scenario that illustrates how bias creeps into our everyday lives.“In a post-9/11 world, Muslims often experience ethnic profiling in American airports. ‘On the Plane’ builds off of that type of in-group favoritism, a well-established finding in psychology,” says MIT Professor Fotini Christia, director of the Sociotechnical Systems Research Center (SSRC) and associate director or IDSS. “This game also takes a novel approach to analyzing hardwired bias by utilizing VR instead of field experiments to simulate prejudice. Excitingly, this research demonstrates that VR can be used as a tool to help us better measure bias, combating systemic racism and other forms of discrimination.”“On the Plane” was developed on the Unity game engine using the XR Interaction Toolkit and Harrell’s Chimeria platform for authoring interactive narratives that involve social categorization. The game will be deployed for research studies later this year on both desktop computers and the standalone, wireless Meta Quest headsets. A paper on the work was presented in December at the 2022 IEEE International Conference on Artificial Intelligence and Virtual Reality. More

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    Meet the 2022-23 Accenture Fellows

    Launched in October 2020, the MIT and Accenture Convergence Initiative for Industry and Technology underscores the ways in which industry and technology can collaborate to spur innovation. The five-year initiative aims to achieve its mission through research, education, and fellowships. To that end, Accenture has once again awarded five annual fellowships to MIT graduate students working on research in industry and technology convergence who are underrepresented, including by race, ethnicity, and gender.This year’s Accenture Fellows work across research areas including telemonitoring, human-computer interactions, operations research,  AI-mediated socialization, and chemical transformations. Their research covers a wide array of projects, including designing low-power processing hardware for telehealth applications; applying machine learning to streamline and improve business operations; improving mental health care through artificial intelligence; and using machine learning to understand the environmental and health consequences of complex chemical reactions.As part of the application process, student nominations were invited from each unit within the School of Engineering, as well as from the Institute’s four other schools and the MIT Schwarzman College of Computing. Five exceptional students were selected as fellows for the initiative’s third year.Drew Buzzell is a doctoral candidate in electrical engineering and computer science whose research concerns telemonitoring, a fast-growing sphere of telehealth in which information is collected through internet-of-things (IoT) connected devices and transmitted to the cloud. Currently, the high volume of information involved in telemonitoring — and the time and energy costs of processing it — make data analysis difficult. Buzzell’s work is focused on edge computing, a new computing architecture that seeks to address these challenges by managing data closer to the source, in a distributed network of IoT devices. Buzzell earned his BS in physics and engineering science and his MS in engineering science from the Pennsylvania State University.

    Mengying (Cathy) Fang is a master’s student in the MIT School of Architecture and Planning. Her research focuses on augmented reality and virtual reality platforms. Fang is developing novel sensors and machine components that combine computation, materials science, and engineering. Moving forward, she will explore topics including soft robotics techniques that could be integrated with clothes and wearable devices and haptic feedback in order to develop interactions with digital objects. Fang earned a BS in mechanical engineering and human-computer interaction from Carnegie Mellon University.

    Xiaoyue Gong is a doctoral candidate in operations research at the MIT Sloan School of Management. Her research aims to harness the power of machine learning and data science to reduce inefficiencies in the operation of businesses, organizations, and society. With the support of an Accenture Fellowship, Gong seeks to find solutions to operational problems by designing reinforcement learning methods and other machine learning techniques to embedded operational problems. Gong earned a BS in honors mathematics and interactive media arts from New York University.

    Ruby Liu is a doctoral candidate in medical engineering and medical physics. Their research addresses the growing pandemic of loneliness among older adults, which leads to poor health outcomes and presents particularly high risks for historically marginalized people, including members of the LGBTQ+ community and people of color. Liu is designing a network of interconnected AI agents that foster connections between user and agent, offering mental health care while strengthening and facilitating human-human connections. Liu received a BS in biomedical engineering from Johns Hopkins University.

    Joules Provenzano is a doctoral candidate in chemical engineering. Their work integrates machine learning and liquid chromatography-high resolution mass spectrometry (LC-HRMS) to improve our understanding of complex chemical reactions in the environment. As an Accenture Fellow, Provenzano will build upon recent advances in machine learning and LC-HRMS, including novel algorithms for processing real, experimental HR-MS data and new approaches in extracting structure-transformation rules and kinetics. Their research could speed the pace of discovery in the chemical sciences and benefits industries including oil and gas, pharmaceuticals, and agriculture. Provenzano earned a BS in chemical engineering and international and global studies from the Rochester Institute of Technology. More