A straight shot west out of Boston on I-90 will carry you, in two hours or less, to Western Massachusetts, where the country still looks like it did twenty or even 40 years ago: college towns, I-91 tracing the same lazy ladder from Springfield up through Holyoke and Northampton, Amherst and Deerfield. Out there it's taken for granted that the houses will be drafty, the winters uniformly long, and that, on any given trip to the local supermarket, one might spot Thurston or Lou or Kim or J, on-and-off locals for more than twenty years. {audio}http://www.archive.org/download/DinosaurJrDrawings/07Drawerings_64kb.mp3{/audio} ... Drawerings Read More ...
By way of decrying a society that left its citizens unbearably restrained, Edith Wharton describes how in New York in the 1870s, women would order dresses from their Paris dressmakers and then leave them in tissue paper at least two years before wearing them in public; the thought of showing them "in advance of the fashion" was unforgivably vulgar. Social life has changed, but cultural life seems just as restricted now – even Animal Collective are held back by trends that seem a couple of years old (and that they helped to invent). When I think back on 2009, I’ll first remember how our impoverished aesthetic generation repeatedly scraped the resin from the cultural trash barrel. Every second person is wearing neon leggings, and the ones who aren’t rock a ‘70s aesthetic, with high-waisted jeans and moccasins. Christmas sweaters are getting impossible to find at the thrift store. Ska revival. Garage rock revival. It never ends. Read More ...
For just over 10 years, London's Guapo has been working in the world of avant and progressive rock. The band's past is a bit hard to track with its numerous lineup changes and guest musicians. The most recent change in roster was the resignation of Matthew Thompson, the founding member of Guapo, which occurred just before the release of 2005's Black Oni. The departure of Thompson has left Guapo with percussionist David Smith and multi-instrumentalist Daniel O'Sullivan. Though O'Sullivan is by no means a founding member of the band, but he was essential in honing the sound on Guapo's last two LPs: Five Suns and Black Oni. These two albums have been pivotal in building Guapo's following of fans, so it's hard not to credit O'Sullivan as an asset to the band.... {audio}http://www.neurotrecordings.com/artists/guapo/audio/Guapo-The%20Selenotrope.mp3 {/audio} ... The Selenotrope Read More ...
Basic Atari Teenage Riot iPhone app philosophy by Alec Empire + London gig+ 4CD, 1DVD free download
The free iPhone app features all ATR albums and songs, all videos, a photo archive, bio, news updates and also a ‘Riotsounds Produce Riots’ audioplayer. This audio player includes all the sounds/WAV files that ATR used at the May 1st 1999 demonstration (very low sub basses, square waves, noise sounds which trigger hysteria and panic within the audience) & would make them available to every political activisit out there. The idea being that you can hook up your iPhone to a speaker system if there is a rally: Apple/iTunes is arguing that they still need to investigate further, because it is legally a grey area and ATR has been indexed in Germany before (censored). Read More ...
The Swans - THIS IS NOT A REUNION - Message From Gira + free discography download (20 CDs)
Michael Gira's re-activated Swans will be undertaking their first U.S. performances in 13 years, celebrating the Fall release of the first new Swans album since Soundtracks For The Blind (1997). The album was recorded by Jason LeFarge at Seizure's Palace in Brooklyn and is currently be remixed by Gira with Bryce Goggin (Antony & The Johnsons, Akron/Family) at Trout Recordings. Read More ...
The Ex are one of those rare bands that, despite being around for 25 years, have neither gone soft nor stagnated. The 23 tracks on this album all date from their first decade of existence (1980-1990), and if you compare it with recent milestones like Starter Alternator and Turn, you’ll see that while many of the Ex’s virtues are long standing, much has changed. The Ex grew out of Amsterdam’s once-fertile squatters’ subculture, and have always been politically conscious; Singles. Period. includes screeds that oppose American cultural hegemony, Dutch apathy, and eugenics. Their most recent album Turn likewise includes protests against globalization, consumerism, and cultural erosion, but its lyrics are quite nuanced and in touch with the grey areas of the issues when compared with the black and white prescription of 1981’s “Weapons For El Salvador”: .............. {audio}http://www.theex.nl/mp3/The%20Ex%20-%20Trash.mp3{/audio} ... Trash Read More ...
Dirty HC Punk explosion - Bristol scene Rise up + Disorder 9 free CDs
From The Cortinas to Lunatic Fringe and Disorder, Bristol had a huge Punk scene that has influenced, affected and stimulated a vast range of artists that operate in the city. Many of these artists produce music that wouldn’t necessarily suggest a Punk heritage but scratch beneath the surface of a lot of the major players in the Bristol milieu and you will find a fondness for the times of `spikey barnets’, limited musical ability, a `F*** You’ attitude and disrespect for the music industry and its poseur hierarchy. Read More ...
A live album can be many things: a candid snapshot, a footnote to a scene, or even just a thrifty alternative to studio time. Antlers, a collection of live Bastro recordings from 1991, is the rarest kind of live album: it illuminates a side of the band that, in turn, casts their previous work in a new light as well.“1991 has been called the year that punk broke. Some of it broke into the mainstream, but some broke into more irregular shards.” David Grubbs’s observation, from the liner notes to Antlers, could also describe the varied musical paths that led from his former band Squirrel Bait to the disparate ’90s groups he and his ex-bandmates went on to found: Slint, Palace Brothers, King Kong, Bitch Magnet, the For Carnation, Tortoise, and of course, Bastro. Read More ...
Japan’s Annual Penis Festival – Celebrates Fertility
KOMAKI, Japan — It's springtime in Japan and that means one thing. Actually, two things. Penis festivals and vagina festivals. It may sound like a sophomoric gag. But these are folk rites going back at least 1,500 years, into Japan's agricultural past. They're held to ensure a good harvest and promote baby-making. Maybe they should hold more such festivals. Japan has one of the world's lowest birthrates (1.37 children per woman), which experts blame on stagnant incomes and changing gender relations. Read More ...
Black-lip Rattail ............ These sorts of rattails feed in the muddy seafloor by gliding along head down and tail up, powered by gentle undulations of a long fin under the tail. The triangular head has sensory cells underneath that help detect animals buried in the mud or sand. The common name comes from the black edges around the mouth. Read More ...
All world secret underground bases build for space travelers
The following material comes from people who know the Dulce (underground) base exists. They are people who worked in the labs; abductees taken to the base; people who assisted in the construction; intelligence personal (NSA,CIA,FBI ... ect.) and UFO / inner-earth researchers. This information is meant for those who are seriously interested in the dulce base. for your own protection be advised to “use caution” while investigating this complex.Does a strange world exist beneath our feet? Strange legends have persisted for centuries about the mysterious cavern world and the equally strange beings who inhabit it. More UFOlogists have considered the possibility that UFOs may be emanating from subterranean bases, that UFO aliens have constructed these bases to carry out various missions involving Earth or humans. Read More ...
"I forgot to remember to forget," Elvis Presley sang in 1955. I know that it was 1955 because I just Googled the title and clicked on the link to the Wikipedia entry for the song. How cool is that? Not long ago, I would have had to actually remember that Elvis recorded the song as part of his monumental Sun Records sessions that year. Then I would have had to flip through a set of histories of blues and country that sit on the shelf behind me. It might have taken five minutes to do what I did in five seconds. I almost don't need my own memory any more. That strikes many of us as a good thing: the costs low, the benefits high. We can be much more efficient and comprehensive now that a teeming collection of documents sits just a few keystrokes away. Read More ...
These days, with all the pundits preaching doom and the impending collapse of society into some kind of Mad Max style wasteland, it's easy for us to imagine that the economy is as unhealthy as it's ever been. But any historian would give you a hard backhanded smack for even saying that out loud. History is full of economic idiocy, and here are five economic collapses that make 2010 feel like the Renaissance. Read More ...
Island of Ghosts: Hashima Island - Japan’s rotting metropolis
Hashima, an island located in Nagasaki Bay, is better known as Warship Island (Gunkanshima). The island was inhabited until the end of the 19th century, when it was discovered that the ground below it held tons of coal. The island soon became a center of a major mining complex owned by Mitsubishi Corporation. As the complex expanded, rock brought out of the shafts was used to artificially expand the island. Seawalls created in this expansion turned Hashima into the monstrous looking Gunkanshima; its artificial appearance makes it looks more like a battleship than an island. Read More ...
Dreamachine - stroboscopic flicker device enter you to a hypnagogic state - try it right here in your browser
The dreamachine (or dream machine) is a stroboscopic flicker device that produces visual stimuli. Artist Brion Gysin and William Burroughs's "systems adviser" Ian Sommerville created the dreamachine after reading William Grey Walter's book, The Living Brain. In its original form, a dreamachine is made from a cylinder with slits cut in the sides. The cylinder is placed on a record turntable and rotated at 78 or 45 revolutions per minute. A light bulb is suspended in the center of the cylinder and the rotation speed allows the light to come out from the holes at a constant frequency of between 8 and 13 pulses per second. This frequency range corresponds to alpha waves, electrical oscillations normally present in the human brain while relaxing. Read More ...
The Peyote Way Church of God - believe that the Holy Sacrament Peyote can lead an individual toward a more spiritual life
The Peyote Way Church of God is a non-sectarian, multicultural, experiential, Peyotist organization located in southeastern Arizona, in the remote Aravaipa wilderness. It is not affiliated with the Church of Jesus Christ of Latter Day Saints, the Native American Church, or any other religious organizations, though we do accept people from all faiths. Church membership is open to all races. We encourage individuals to create their own rituals as they become acquainted with the great mystery. We believe that the Holy Sacrament Peyote, when taken according to our sacramental procedure and combined with a holistic lifestyle (see Word of Wisdom), can lead an individual toward a more spiritual life. Peyote is currently listed as a controlled substance and its religious use is protected by Federal law only for Native American members of the Native American Church. Read More ...
The Marijuana Conspiracy - The Real Reason Hemp is Illegal
MARIJUANA is DANGEROUS. Pot is NOT harmful to the human body or mind. Marijuana does NOT pose a threat to the general public. Marijuana is very much a danger to the oil companies, alcohol, tobacco industries and a large number of chemical corporations. Various big businesses, with plenty of dollars and influence, have suppressed the truth from the people. The truth is if marijuana was utilized for its vast array of commercial products, it would create an industrial atomic bomb! Entrepreneurs have not been educated on the product potential of pot. The super rich have conspired to spread misinformation about an extremely versatile plant that, if used properly, would ruin their companies. Read More ...
Learn How to Pronounce the Iceland Volcano Eyjafjallajokull and remember; When He Erupted In 1821, it lasted 2 years
The last time Eyjafjallajökull erupted, it lasted 2 years stretching from 1821-1823. It also erupted in 920 and 1612. Eyjafjallajökull's eruption usually precedes an eruption for another Icelandic volcano called Katla, as it did in 1823. Katla's eruptions are usually more violent than Eyjafjallajökul's. Due to the second activity on Eyjafjallajökull volcano since April 14, there are thousands of flights have been cancelled not only in Europe but also some flights from Asia, America and other continents. More over, it was also reportedly more than ten thousands of air travelers still stranded after a plume of ash cloud spreading across thousands of miles. No need to repeat the same news in every single post, actually there’s an interesting thing from the Iceland volcano’s name Eyjafjallajokull. Pronunciation is so difficult for some of us. Even, many people still don’t know what’s the right pronunciation of Eyjafjallajokull volcano. Did you know that? Read More ...
The Drivers Of Tropical Deforestation Are Changing
A shift from poverty-driven to industry-driven deforestation threatens the world's tropical forests but offers new opportunities for conservation, according to an article coauthored by William Laurance of the Smithsonian Tropical Research Institute in Panama. "New Strategies for Conserving Tropical Forests" will be featured in the September issue of the leading journal Trends in Ecology and Evolution. Rhett Butler of Mongabay.com, a leading tropical-forest Web site, and Laurance argue that the sharp increase in deforestation by big corporations provides environmental lobby groups with clear, identifiable targets that can be pressured to be more responsive to environmental concerns. Read More ...
The CIA and the Nazis - Declassified archives document ties between CIA and Nazis - Where Is Hitler?!
The US national archives released some 27,000 pages of secret records documenting the CIA’s Cold War relations with former German Nazi Party members and officials. The files reveal numerous cases of German Nazis, some clearly guilty of war crimes, receiving funds, weapons and employment from the CIA. They also demonstrate that US intelligence agencies deliberately refrained from disclosing information about the whereabouts of Adolf Eichmann in order to protect Washington’s allies in the post-war West German government headed by Christian Democratic leader Konrad Adenauer. Eichmann, who had sent millions to their deaths while coordinating the Nazis’ “final solution” campaign to exterminate European Jewry, went into hiding in Buenos Aires after the fall of the Third Reich. Read More ...
A temple complex in Turkey that predates even the pyramids is rewriting the story of human evolution. They call it potbelly hill, after the soft, round contour of this final lookout in southeastern Turkey. To the north are forested mountains. East of the hill lies the biblical plain of Harran, and to the south is the Syrian border, visible 20 miles away, pointing toward the ancient lands of Mesopotamia and the Fertile Crescent, the region that gave rise to human civilization. And under our feet, according to archeologist Klaus Schmidt, are the stones that mark the spot—the exact spot—where humans began that ascent. Read More ...
The international community has come out in force to condemn and declare war on the Somali fishermen pirates, while discreetly protecting the illegal, unreported and unregulated (IUU) fleets from around the world that have been poaching and dumping toxic waste in Somali waters since the fall of the Somali government eighteen years ago. In 1991, when the government of Somalia collapsed, foreign interests seized the opportunity to begin looting the country’s food supply and using the country’s unguarded waters as a dumping ground for nuclear and other toxic waste. Read More ...
Squatting consists of occupying an abandoned or unoccupied space or building, usually residential, that the squatter does not own, rent or otherwise have permission to use. There are one billion squatters globally, that is, about one in every six people on the planet. Yet, according to Kesia Reeve, "squatting is largely absent from policy and academic debate and is rarely conceptualized, as a problem, as a symptom, or as a social or housing movement. In many countries, squatting is in itself a crime; in others, it is only seen as a civil conflict between the owner and the occupants. "Squatters are usually portrayed as worthless scroungers hell-bent on disrupting society." Property law and the state have traditionally favored the property owner. However, in many cases where squatters had de facto ownership, laws have been changed to legitimize their status. Read More ...
9/11 has inspired a myriad of memorials who are scattered all across America. Some of them are of questionable taste, others contain strange occult symbolism while others simply piss people off. Here’s the five most offensive. Read More ...
The World's First Commercial Brain-Computer Interface + history of BCI
A brain–computer interface (BCI), sometimes called a direct neural interface or a brain–machine interface, is a direct communication pathway between a brain and an external device. BCIs are often aimed at assisting, augmenting or repairing human cognitive or sensory-motor functions. Research on BCIs began in the 1970s at the University of California Los Angeles (UCLA) under a grant from the National Science Foundation, followed by a contract from DARPA. The papers published after this research also mark the first appearance of the expression brain–computer interface in scientific literature. Read More ...
Seven theories of everything that pretend to describe the fundamental nature of the universe
We still don't have a theory that describes the fundamental nature of the universe, but there are plenty of candidates.
The "theory of everything" is one of the most cherished dreams of science. If it is ever discovered, it will describe the workings of the universe at the most fundamental level and thus encompass our entire understanding of nature. It would also answer such enduring puzzles as what dark matter is, the reason time flows in only one direction and how gravity works. Small wonder that Stephen Hawking famously said that such a theory would be "the ultimate triumph of human reason – for then we should know the mind of God". But theologians needn't lose too much sleep just yet. Despite decades of effort, progress has been slow. Rather than one or two rival theories whose merits can be judged against the evidence, there is a profusion of candidates and precious few clues as to which (if any) might turn out to be correct. Read More ...
The Secrets of Coral Castle and pyramids EXPLAINED by Leedskalnin's Magnetic Current theory
Coral Castle doesn't look much like a castle, but that hasn't discouraged generations of tourists from wanting to see it. That's because it was built by one man, Ed Leedskalnin, a Latvian immigrant who single-handedly and mysteriously excavated, carved, and erected over 2.2 million pounds of coral rock to build this place, even though he stood only five feet tall and weighed a mere 100 pounds. Ed was as secretive as he was misguided. He never told anyone how he carved and set into place the walls, gates, monoliths, and moon crescents that make up much of his Castle. Some of these blocks weigh as much as 30 tons. Ed often worked at night, by lantern light, so that no one could see him. He used only tools that he fashioned himself from wrecks in an auto junkyard. Read More ...
The T2K Experiment - From Tokai To Kamioka - Where is the anti-matter?
From the beginning of 2010, the T2K experiment will fire a beam of muon-neutrinos from Tokai on Japan's east coast, 300km accross the country to a detector at Kamioka. It hopes to investigate the phenomenon of "neutrino oscillations" by looking for "muon neutrinos" oscillating into "electron neutrinos". A million pound detector has been built at the University of Warwick as part of a vital experiment to investigate fundamental particles - neutrinos. Read More ...
The giant ALICE detector is already underway at CERN, and researchers are scrambling to add an electromagnetic calorimeter to capture jet-quenching, the newest way to look inside the quark-gluon plasma — the hot, dense state of matter that filled the earliest universe, which the Large Hadron Collider will soon recreate by slamming lead nuclei into one another. CERN's Large Hadron Collider (LHC) is known mainly as the accelerator that will soon begin searching for the Higgs particle, and other new physics, in proton collisions at unprecedented energies — up to 14 TeV (14 trillion electron volts) at the center of mass — and with unprecedented beam intensities. But the same machine will also collide massive nuclei, specifically lead ions, to energies never achieved before in the laboratory. Read More ...
Vadim Chernobrov & Russian secrets experiments with time machines
A disturbing story in the March, 2005. 1 issue of Pravda suggests that the U. S. Government is working on the discovery of a mysterious point over the South Pole that may be a passageway backward in time. According to the article, some American and British scientists working in Antarctica on January 27, 1995, noticed a spinning gray fog in the sky over the pole. U. S. physicist Mariann McLein said at first they believed it to be some kind of sandstorm. But after a while they noticed that the fog did not change its form and did not move so they decided to investigate. Read More ...
If you're trying to buy happiness, you'd be better off putting your money toward a tropical island get-away than a new computer, a new study suggests. The results show that people's satisfaction with their life-experience purchases — anything from seeing a movie to going on a vacation — tends to start out high and go up over time. On the other hand, although they might be initially happy with that shiny new iPhone or the latest in fashion, their satisfaction with these items wanes with time. The findings, based on eight separate studies, agree with previous research showing that experience-related buys lead to more happiness for the consumer. But the current work provides some insight into why. Read More ...
It's not just a good idea, it's the law: 186,287 miles per second. The fact that sound waves travel at a finite speed--roughly 330 meters per second--has been known since ancient times. It's obvious, really, when you stand back a ways and observe the falling of a tree or the clapping of a pair of hands, and the sound arrives noticeably later than the sight itself. The fact that light waves also travel at finite speed is much harder to notice, because that speed is almost a million times faster. But by the end of the Renaissance, astronomers--viewing events much more distant than a few hundred meters--had begun to suspect the truth. Read More ...
It was nearly the end of WWII. At that same time, scientist Viktor Schauberger worked on a secret project. Johannes Kepler, whose ideas Schauberger followed, had knowledge of the secret teachings of Pythagoras that had been adopted and kept secret. It was the knowledge of Implosion (in this case the utilization of the potential of the inner worlds in the outer world). Hitler knew - as did the Thule and Vril people - that the divine principle was always constructive. A technology however that is based on explosion and therefore is destructive runs against the divine principle. Thus they wanted to create a technology based on Implosion. Read More ...
The Size Of Our World or How Insignificant the Earth Really Is in the Universe
Compared to you and me, the Earth is really big. But compared to Jupiter and the Sun, the Earth is pretty tiny. There are many ways we can measure the size of the Earth. Let's look at how big the Earth is, and then compare it to other objects in the Solar System. The diameter of the Earth is 12,742 km. In other words, if you dug a hole down into the Earth, passed through the center of the Earth, and came out the other side, you would have dug a hole 12,742 km deep (on average). That's about 4 times longer than the diameter of the Moon. Read More ...
Strange Images from Space - Photos&videos of the Bizarre in Our Universe
Some weird and unusual objects are floating around in the cosmos. Space is always serving up something new, unusual, and unexpected. Here are images and explanations of obejcts that have amazed and delighted astronomers. Read More ...
Mysterious Radio Waves from Unknown Object in M82 Galaxy
There is something strange is lurking in the galactic neighborhood. An unknown object in galaxy M82 12 million light-years away has started sending out radio waves, and the emission does not look like anything seen anywhere in the universe before except perhaps by Ford Prefect. M82 is starburst galaxy five times as bright as the Milky Way and one hundred times as bright as our galaxy's center. "We don't know what it is," says co-discoverer Tom Muxlow of Jodrell Bank Centre for Astrophysics near Macclesfield, UK. But its apparent sideways velocity is four times the speed of light. This "superluminal" motion occurs usually in high-speed jets of material bursting out by black holes. Read More ...
Unsettled Mechanism of Supernova Detonation Gets a New Twist
Type Ia supernovae, often used to calibrate cosmological measurements, may arise from merging white dwarfs, after all
When stellar cataclysms known as type Ia supernovae flare up far across the universe, their brightness and consistency allow astronomers to use them as so-called standard candles to measure cosmological distances. Just over a decade ago, two teams used the supernovae to show that the universe is accelerating in its expansion due to the influence of dark energy, a shocking discovery that thrust type Ia supernovae into the astrophysical limelight. But how exactly did these cosmic mileposts come to be? Read More ...
Black Prince, alien space probe, orbits Earth watching humans
Alexander Kazantsev, a Soviet author of sci-fi books, once said that a mysterious “unaccounted” satellite called Black Prince was spinning around Earth. The writer believed the object might be an alien probe, a messenger from extraterrestrial civilizations. Some people including scientists paid attention to the writer’s hypothesis.U.S. astrophysicist Ronald Bracewell was the first to take the hypothesis seriously. In 1960, he published a study to back his conclusions with data of practical radio engineering. Read More ...
Secret Robotic Space Plane Launched By US Air Force
The United States Air Force (USAF) has launched a secret space plane into orbit, carried in the nose of an Atlas 5 rocket. The USAF is not calling the X-37B a weapon or anything else, and the classified mission was broadcast live, but only for several minutes into the flight. The plane, built by Boeing, was originally part of a NASA programme but was later abandoned and turned over to a secretive USAF unit. There are no details on how much it costs or when it is coming back to earth, but when it does return the unmanned craft will land itself, using the onboard autopilot. Read More ...
Hubble telescope captures image of mysterious x-shaped object in space
Is that a smashed comet or an X-Wing fighter? Scientists are offering up their own theories as to what created the striking star-inspired image, which was captured by NASA's Hubble telescope in January. "Two small and previously unknown asteroids recently collided, creating a shower of debris that is being swept back into a tail from the collision site by the pressure of sunlight," said principal investigator David Jewitt of the University of California at Los Angeles. Read More ...
All Radio music can download from "free music albums"
Homescience Lingodroid Project - Robots taught to invent own language
Lingodroid Project - Robots taught to invent own language
In science fiction movies, when robots talk to one another it's not really a "language" as much as a stream of beeps or long strings of binary. Even so, one group of Australian researchers have managed to teach robots to do something that, until now, was the reserve of humans and a few other animals: they've taught them how to invent and use spoken language. The goal of the research is to understand how language evolves and develops naturally over time. Since it's impossible to find two humans who have no language and experiment with them to see how they invent one, the University of Queensland and the Queensland University of Technology researchers decided to use robots instead. The robots, called LingoDroids, are equipped with microphones, speakers, cameras, range finders, and sonar that they use to map their surroundings and speak to one another.
Once the LingoDroids have their bearings, two of them are introduced to each other. In order to share information, they need to communicate. Since they don't share a common language, they do the next best thing: they make one up. The LingoDroids invent words to describe areas on their maps, speak the word aloud to the other robot, and then find a way to connect the word and the place, the same way a human would point to themselves and speak their name to someone who doesn't speak their language. Dim lights Embed Embed this video on your site The LingoDroids also question one another about the locations they've seen. By talking about places they've seen or experienced in abstract terms, the robots can invent additional words to describe distance and time required to move between places. Using this method, two LingoDroids used by the researchers managed to map out 5-meter-wide maze all by themselves, complete with agreed-upon names for different places.
Before you start worrying that these little robots are secretly plotting the demise of the human race, the researchers have plans for them. They created the LingoDroids to study language, but they're also looking for ways to make communication between humans easier, and even to streamline communication between humans and machines.
The researchers want to use the techniques they've observed to get the robots talking about things in more abstract terms, like the difficulty involved in getting from place to place, which means they could one day understand and help a human that's looking for directions that avoid a "bad part of town," or a route with the least difficult terrain. In the future, robots that can understand language as an abstract concept could just as easily understand the connotations and hidden meanings of the words we use every day. They could also use that knowledge to communicate back to us. Imagine wondering if your ATM really meant "have a nice day," or if it was being sarcastic.
The only danger here is that robots will be so good at developing their own shared language that they might outpace humans at being able to understand one another. A world full of robots that understand information and abstract concepts could be a world full of artificial intelligences secretly laughing behind our backs for our fascination with cat pictures on the internet.
Excerpt of the conference Cultures Del Canvi (Cultures of Change), Social Atoms and Electronic Lives in Barcelona, December 2009 with Luc Steels. ..... Luc Steels is a Belgian scientist, and Director of the Artificial Intelligence Laboratory of the Vrije Universiteit Brussel. He is also heading the Sony Computer Science Laboratory in Paris. Steels, along with Rodney Brooks (his one-time office mate), was one of the initiators of the behaviour-based robotics approach to artificial intelligence and is closely linked to artificial life. He also designed Fluid Construction Grammar.
Robots, Communication, and Language: An Overview of the Lingodroid Project
Ruth Schulz, Arren Glover, Gordon Wyeth and Janet Wiles ........ School of Information Technology and Electrical Engineering .......... The University of Queensland .......... School of Engineering Systems ...........Queensland University of Technology
Abstract
The foundation of a language for a mobile agent – robot or human – is the representation of spatial and temporal concepts. These concepts include where and when events, objects and agents are located in space and time. This paper presents an overview of the Lingodroid project, in which real and simulated robots play language games to ground concepts for effective communication about their world. A series of location language games is described, with typical lexicons presented. We present future plans to extend the abilities of the robots to ground concepts for objects attributes, actions, and time.
1 Introduction
For robots to operate effectively in unstructured environments in close proximity to ordinary people, including children, injured people and the elderly, communication is a fundamental requirement. People in proximity to one another develop natural languages (such as English, Warlpiri, Mandarin, or Swahili), which enable communication about the concepts and events that are relevant to completing daily tasks and coordinating joint actions. Human cognition includes powerful learning systems that enable a new member to learn the language of a group and also the group to continually develop new concepts and the words, phrases and cultural practices to use them effectively in communication [Keller, 1994]. When a group of people have no shared language they develop pidgin languages [Aitchison, 1991]. No robotic or computational system has yet approached the scope and flexibility of human communication despite half a century of research in linguistics and artificial intelligence. The limitations are not in the words or grammars of natural language, although these can be complex, but rather in understanding natural concepts and the contexts in which they can be used. The connection between a word and its meaning or referent in the world is called grounding, and it is at the heart of understanding and effectively using words [Harnad, 1990]. To communicate effectively with ordinary people, robots need to understand concepts about the real world, and have the learning abilities to learn new names and new concepts, as well as how to exchange information (that is, hold a natural conversation). Communication is also ambiguous – words are missed, misheard or misunderstood, and word meanings evolve over time. The most effective methods for teaching robots grounded concepts have been based on robot language games – games where robots learn both concepts and names through interacting with each other. Robot language games focus on the tasks and embodiment of the robots themselves rather than attempting to directly learning human languages which are optimised for human tasks and communication. In this paper, we present the Lingodroid project, which uses real and simulated robots playing a series of language games to form grounded concepts for places, directions, distances, and durations. The robots learn a rich set of grounded experiences in both virtual and real world environments. We also present our future plans for extending the series of games to objects, attributes of objects, types of places or objects, actions, time, matching imagined representations to real experiences, and the co-development of grammars and lexicons.
2 Representations, worlds and language games
Space and time are core concepts to be represented and used by mobile agents [Peuquet, 2002]. As such, they also form the foundation for cognition and language [Levinson, 2003]. There are two streams in the Lingodroid project. The first stream is concerned with developing the representations used by the robot to interact with the world, including experience generation and categorisation. The second stream is concerned with developing the language abilities of the robots, including lexicon formation and utilisation. This section provides a brief review of representing experiences and establishing languages. The internal representation of the world used by the Lingodroids is inspired by the cognitive map representation found in the hippocampus [O'Keefe and Nadel, 1978, Tolman, 1948]. The maps are built by the agents individually, and are unique to each agent, formed through direct experience of and interaction with the world. To communicate effectively with each other, the robots need to use symbols that are privately grounded in their own experience and socially grounded in shared interactions. A method for establishing a shared grounded lexicon is the use of language games [Steels, 2001]. Using the language game framework, grounding has been solved for concepts that refer to direct experiences [Steels, 2008], but there are still open challenges for grounding [Nolfi and Mirolli, 2010].
2.1 Worlds The Lingodroid project explores language formation by agents in three types of world: Simulated agents in a grid world, simulated agents in a virtual reality world constructed using high fidelity visual images, and Pioneer DX robots in a real office environment (see Figure 1). The use of different levels of real-world fidelity for the Lingodroid agents allows us to explore different features of the system. The grid world enables a focus on the representations and algorithms specifically for the language abilities of the agents, disregarding any real world ambiguity about shared attention or location of the agents in the world. The simulation world allows the addition of some of the ambiguity for the representations of the simulated robots, but allows access to actual location of the robots within the simulated world. The real world provides a fully embodied system that enables testing of the representations and algorithms in a real environment.
2.2 RatSLAM The spatial representation used by the Lingodroids is provided by the RatSLAM system [Milford and Wyeth, 2010], a robot SLAM system based on models of the mapping and navigation processes in the rodent brain. The system consists of several components, of which the experience map is directly used by the Lingodroid project (see Figure 2). The experience map provides a semi-metric topological representation of the world that can be used for navigation, and is used by the Lingodroids as the underlying representation for building a lexicon. The experience map is a graph consisting of nodes (experiences) and links that encode the physical and temporal distance between experiences.
2.3 Location Language Games Language games provide a framework by which agents can build a shared lexicon to describe a set of experienced concepts. In a game, shared attention is used to provide a common topic to two agents. One agent describes the topic with an utterance, and the other agent listens to the utterance. Both agents may update their lexicons based on the utterance. Over time, as many games are played, a range of concepts and utterances are formed to describe the topics experienced by the two agents. The set of games that have been implemented to date in the Lingodroid project is a series of location language games, in which the focus of the shared attention of the agents is different locations in the world. The games are named for the simple questions location-based that two robots can ask, such as “Where are we?” in which they select a name for their current location, “Go to [X]” in which one robot sets a target location for a meeting. The games implemented so far are described in the next section, together with representative lexicons. In the lexicons presented in the next section, playing 100 language games of a particular type, with a variety of locations specified in each game, generally allows the agents to form a usable shared lexicon. More games are required when the concept space is large, for example in larger worlds.
2.4 Lexicon Representations Over the course of the project, a variety of lexicon representations have been tested. The most effective has proven to be a system that is similar to an exemplar view of concepts [Medin and Schaffer, 1978, Murphy, 2002]. Each time a word is used in a language game, the word is associated with the concept that is currently the focus of the agent‟s shared attention. The agent‟s shared attention may be focused through co-location of the agents, or through specifying other concepts through existing combinations of words. The lexicon information is stored in a distributed lexicon table, which stores counts of the number of times a concept element and word have been used together. Word production and comprehension algorithms allow the agents to generalise from the exemplars experienced to similar concepts. Words are invented probabilistically, depending on how well the best word matches the current concept. Words will be used in situations that match the previous situation that they have been used in, as well as situations that are close to the previous situations. For example, a place name may be re-used for a location that is a meter away, but a new word will be invented for a location that is five meters away.
3 Lingodroids
Location language games have been played in each world type over a variety of studies [Schulz, et al., 2008, Schulz, et al., 2010]. Presented in this section are examples of each lexicon type formed through the sequence of games.
3.1 Where are we? There where-are-we game involves the agents creating a language to describe specific locations in the world, called toponyms, similar to the names of towns and states on a map. To agree upon a location, both agents need to attend to the same aspects of the world. In the where-are-we games, they share attention through co-location where co-location is established by one robot hearing an audible signal from the other robot. The robots estimate position in their individual RatSLAM maps, and name the current, shared location (see Figure 3). At the end of a where-are-we game, both agents update their toponymic lexicons, increasing the association count between their current location and the word used.
The where-are-we game results in a shared toponymic lexicon in which the agents can refer to several locations in the world through a set of shared toponyms (see Figure 4). The specificity of the toponymic language depends on the hearing distance between the agents, and on the neighbourhood size used by the agents for word production and comprehension.
3.2 Go to Go-to games provide a test for whether the shared toponymic lexicon developed by the agents is actually useful (see Figure 5). By testing whether the agents can meet each other at a distant location, we are testing how similar the two lexicons are for comprehension. In a test of the real world language from the previous section, at least one of the agents heard the other agent in 38 of the 50 go-to games played.
3.3 How far? Once the agents have developed a shared toponymic language, they can use that language to direct the attention of the other agent to remote locations in the world. This ability allows the agents to refer to relationships between these locations. The how-far game uses this ability, with the agents referring to the distance between two locations in the world (see Figure 6). The result of the game is a distance lexicon, with which the agents can refer to distances (see Figure 7).
3.4 What direction? The what-direction games also build on the agents ability to refer to remote locations and the relationships between them, with the agents referring to the angle between two locations when situated at a third location (see Figure 8). The result of the game is a direction lexicon, with which the agents can refer to directions (see Figure 9).
3.5 Where is there? The where-is-there games build on all of the previously formed lexicons: toponyms, distances, and directions. In a where-is-there game, the agents use toponyms to specify a current and orientation location together with a distance and direction to refer to a target location (see Figure 10). A toponym for the target location may be invented if there is not already a word in use for that location. In contrast to the where-are-we games which require robots to move throughout their environment and meet at each named location, the where-is-there games can be played through communication alone. The games are called “generative” because they enable locations to be specified using combinations of existing terms in the robots' lexicons.
The where-is-there game allows the agents to expand their toponym lexicon generatively by linking toponyms to locations beyond their existing map of the world through the use of pseudo-experiences (see Figure 11). Pseudo-experiences are only formed generatively (using distance and direction terms combined with already named locations), and do not have any direct experience associated with them. However, if the format of the world changes, and robots are allowed to explore areas of the world that were previously not available, then toponyms formed for those areas become potential targets for the go-to game.
An interesting aspect of the toponymic language is revealed through extended periods of where-is-there games. As the robots continue to play these communication-only games, their distance and toponym lexicons expand to increasingly larger distances and correspondingly more distance locations as the focus of the agent‟s shared attention expands with the lexicon (see Figure 12).
3.6 How long? The preceding sequence of games constructs a set of spatial concepts. Temporal concepts are also core concepts to be represented by mobile agents. A metaphor that is common to many languages maps time into space [Lakoff and Johnson, 1980]. In the final game described in this section, the how-long game (see Figure 13), the concepts formed are the temporal concepts of duration. The duration concepts are constructed by using the existing toponyms as referents. The how-long game can be played together with the go-to game, with shared attention being the path between two locations in the world, specified using two toponyms. There are a variety of ways in which duration concepts may be formed, including the predicted distance or time taken for a path, and the actual distance travelled or time taken to complete a go-to game (see Figure 14).
4 Extended language development
A target of our current research is to teach a robot 1000 words. In order to do this, we will need to expand on our current toponym, distance, direction, and duration lexicons to new types of concepts. Space and time provide a good base of knowledge for the robots, in a manner similar to human languages in which spatial and temporal concepts are fundamental [Levinson, 2003, Peuquet, 2002]. Evolution of language studies acknowledge that culture and learning play a large role in the nature of the languages that can evolve [Brighton, et al., 2005]. In our studies to date, we have provided the robots with a sequence of language games that constrains the order in which concepts are acquired by the agents. The order in which concepts are acquired by children is constrained by the experiences and interactions the children has with the world [Roy, 2008]. The Lingodroid project is different to previous spatial language [Levit and Roy, 2007, Loetzsch, et al., 2008, Moratz and Tenbrink, 2006] and robot language [Cangelosi and Riga, 2006, Mavridis and Roy, 2006, Steels and Baillie, 2003, Vogt, 2000] models in the combination of exemplar representations and language game framework. In the following sections, we discuss the extensions planned based on extending our current implementation to different concept types.
4.1 Space The extensions to Lingodroids planned for the spatial domain include forming type nouns rather than the proper nouns of toponyms, and names for actions involving moving through space. The type nouns will include names for types of rooms such as kitchen, office, and corridor, and will likely involve combinations of features such as sensory-motor actions that can be performed in the area and visual features that are present. Spatial actions will be bootstrapped from the shared attention achieved through follow-me games, in which one robot follows the other robot as it explores the world. The initial game will build concepts for the actions currently being performed by the robots, with a test game describing how to get from one location in the world to another. For the further development of spatial concepts, we propose three new language games: what-sort-is-this for forming type nouns for rooms, what-did-we-just-do for developing spatial action concepts, and how-to for testing spatial action concepts.
4.2 Time The temporal concepts addressed to date have been duration concepts, indicating how long it took to complete a go-to game. Other temporal concepts include temponyms, which can be used as reference points in time, and cyclic concepts such as days and seasons. With further temporal concepts, the robots will be able to situate events in time relative to each other and to the present time, enabling the planning of synchronous behaviours. For the further development of temporal concepts, we propose a series of temporal language games, including what-time-is-it, how-long-since, and how-long-until.
4.3 Objects In a parallel stream of the Lingodroid project, the robots are starting to form representations for interacting with objects in their world, and learning how to perform goal actions with those objects. Extending from this work, the robots will be able to discuss names of objects, types of objects, and how to interact with various objects. In the grid world, a what-animal game has been developed to name „animals‟ that are located in squares in the grid. Talking about objects enables agents to talk about various features of the world that could be recognised when visited. For the development of object concepts, we plan to add to the grid world what-animal game with what-thing-is-this in the simulation and real world. The what-did-we-just-do game for spatial action concepts could also be applied to object actions.
4.4 Stories Generative language enables the formation of pseudo experiences, and once the robots have concepts for space and features of the world such as objects, they can start telling stories about what the world looks like in different locations. However, there is still an open question about how a robot could recognise and hence directly ground a location which had previously only been described to it. In current work in the grid world, an agent explores a „zoo‟ filled with animals. The agent then describes this zoo to another agent by telling a story of a path through the zoo and describing what animals can be seen at every point along the path. The second agent then visits the zoo, and attempts to follow the same path as described by the first agent, adapting its imagined map of the zoo as it experiences the real zoo. The moment of recognition when an embodied experience matches a verbal description is the universal phenomena of the „aha‟ moment [Kounios and Beeman, 2009]. Throughout the exploration of the zoo, the second agent may have several „aha‟ moments, as it recognises places from its imagined map in the real zoo. We propose a storytelling framework, involving one agent telling a story, another agent forming an imagined map, and the ability to use the imagined map for real exploration.
4.5 Grammars All of the games played by the robots to date have been constructed for the particular studies, and all robots have known what types of concepts are the topics of each game. Rather than defining the grammar of each new game as new representations are available to the robots, we plan to have them develop their own series of games for forming lexicons. For the co-development of grammars and lexicons, we propose a what-game-is-this game, enabling the agents to determine both the type and the content of the games played.
4.6 Summary With grounding for effective communication and language games for robots, we have a methodology that enables robots to form lexicons for different concept types piece by piece. We began by looking at space and time, with the results presented in this paper demonstrating the power of the framework for these concepts. We are now considering the extensions that can be made to the current system, including the development of interactions and underlying representations for new concepts of actions, time, and objects. A limitation of the current framework is that the interactions and underlying representations of the robots are designed by the experimenter rather than by the robots. However, once the interactions and representations are set, the robots have a way to develop an effective shared lexicon. A challenge for the Lingodroid project is to design a more flexible framework to allow the robots to both design and form their own shared lexicons, and to use their shared language to alter behaviour and to update internal representations such as their cognitive maps.