In 2013, I was splitting my time between running Sleek and Destroy out of my apartment in Brooklyn, and getting absolutely covered in 3d printing dust at Dr. Jim Bredt’s lab while hacking on my first experiments in soft robotics. While one one of those journeys up to Somerville to print, Tess Aquarium pinged to see whether I’d be available to teach a class on digital fabrication and toys at NUVU. I was excited about the opportunity. Also, I was terrified that I’d be creating a summer’s worth of curriculum and teaching a group of eleven students ranging between age 11 and 16 in just a couple of weeks.
The plan I came up with was to start with deconstructing toys, teach some CAD tools, give the students the basics for prototyping with digital tools, and end up with a pretty well resolved final project that was a toy of their own creation. That plan broadly worked, but I also had to do a lot of learning and bootstrapping along the way. Continue reading →
Knolling is a super popular aesthetic conceit masquerading as an organizational tool. Adam Savage has encouraged hundreds of fans to knoll. Whole Instagram empires are devoted to knolling everything from survival gear to charcuterie. Knolling is simply putting like objects together on flat surfaces and squaring them relative to each other and their nearby environment. The technique has come to be seen as a habit of a highly efficient and organized maker of things, but it is important to consider its utility before ordering those custom screened “Make America Knoll Again” tees.
The term knolling was coined by a janitor, Andrew Kromelow, while he was working in the Eames furniture studio. At the end of each day he would organize tools and materials so they looked nice and neat. This was done for the appearance of organization, and not organization itself. This was not the action of someone intending to make tomorrow’s work more efficient, this was the action of someone whose job it was to make things appear tidy. Continue reading →
A couple of months ago Kari Love connected me up with Jeff Rubin to do an interview on his podcast. I highly recommend listening to the episode that I’m on, as well as every other episode of the show. Seriously, he finds amazing guests like Matt Chapman (the voice of Strong Bad and Homestar Runner), A professional pizza tour guide, and a professor who’s subject of expertise is the board game Monopoly.
In this interview we discuss how I got my start in movie SFX, some workshop shenanigans, and where my current track of soft robotics research is headed.
A few months back I reprised my role as robotics mercenary and general fixer, spending a week working on David Nunez’s Requiem for Rhinos installation at Illuminus Boston. David is a researcher with Todd Machover’s Opera of the Future group at the MIT Media Lab. The idea at the core of the sculpture is the passing of Nabire, one of the last northern white rhinos in existence. Only four remain and they are so closely related that rekindling the species is impossible. The sculpture was conceived as a grand send-off, with Nabire’s kin descending from the ceiling to wish her on her way.
I’ve been going to CCC for years, but this is the first time I’ve gotten a talk accepted in one of the main venues. It was thrilling to share my research with such a wide audience. I spoke about the kinematics of soft bodied organisms, designing soft robots, and future applications for compliant mechanisms. Below is a complete video of the talk and the Q&A session afterwards.
Yesterday I gave a talk about incorporating soft robotics, compliant mechanisms, and biomimetic structures into your engineering toolbox at NYU. I’ve been interested in how compliant mechanisms can reduce the computational complexity of tasks like manipulation and locomotion and this talk was a good opportunity to share some of my ideas on the subject.
The general thesis is that biology presents a huge trove of solutions to problems in robotics especially directed at optimizing the amount of sensing you’re devoting to understanding an environment and the amount of computation you’re devoting to navigating that environment. Compliance is an essential tool for creating systems that reduce a wide range of potential inputs into a simplified space of positive outputs.
Case in point:
You can find my slides here. If an audio/video copy becomes available I will update this post with a link.
Over the past six months Kari Love and I have been developing a soft robotic elbow orthotic for Cerebral Palsy therapy. It’s still in the early stages of prototyping and testing, but it’s making rapid progress. If all goes as planned, it should be in the hands of a team of CP doctors specializing in robotic orthotics in the near future.
The Neucuff is an extension of the soft robotics development I’ve been doing for the past three years as lead scientist at Super-Releaser. After creating manufacturing techniques for a few different flavors of soft robot, I felt it was time to find some practical applications for the technology.
I approached a ton of people about where soft robotics could be best applied. I talked with civil engineers about exploratory robots for mapping pipes in construction sites. I talked with NASA scientists about soft robots in space. The most promising ideas came from my father, an orthopedic surgeon specializing in arthroscopy and shoulder reconstruction, and my robotics mentor, who has spent the last ten years in the medical device field.
They both described problems with therapeutic robots that a soft robotics approach could solve. Soft robots are good at spreading force evenly across a large area. Soft robots are conformal so they can fit a wide variety of applications and environments by design. This makes them an ideal candidate for Cerebral Palsy therapy.
You can find out more detail along with downloads, video, and schematics here.
When I spoke at the SpaceApps conference, I hadn’t realized how close I was to working with NASA in a much more official capacity. A few months earlier I developed some prototypes for Final Frontier Design, a company devoted to the design and engineering of spacesuits. This was in my role as lead scientist at Super-Releaser and the end goal was proving to NASA that mechanical counterpressure garments (like I described in my talk) could be a practical reality with some time and development. I’m pleased to announce that they approved our proposal and we will be working on a new generation of EVA gloves over the next six months.
What I’m most excited about is the opportunity to bring all of the elements of engineering, prototyping, and digital manufacture for compliant materials to create and test all of the iterations of the glove we’ll be going through. There are thrilling mechanisms and intricate problems that I believe are only workable with compliance in mind. After all, we’re interfacing with the most mechanically complex manipulator the body has to offer.
Hopefully I’ll be able to update as progress is made. I will still continue my development work at Super-Releaser and research on the Neucuff, though the frequency of updates may drop off.
The Glaucus is a soft robotic quadruped composed of a single seamless silicone part. It has a complex network of interior channels, created via a lost wax process, that turn into actuators when pressurized with air. It’s able to walk with a diagonal gait, similar to a gecko or Glaucus Atlanticus sea slug, using only two input channels.
The Glaucus was created to demonstrate a method for fabricating soft robots of nearly any geometry with arbitrary interior structures. It’s been my goal, since beginning my research into soft robotics, to simplify the process of prototyping and refining designs. Often the barrier between an interesting bench prototype and practical application is how it scales into production. If methods for experimenting with the core concepts, evaluating them in a context that represents their final manufactured state, and refining them for mass production don’t exist, the idea is very likely to languish on the bench. Continue reading →