Show Navigation

Search Results

Refine Search
Match all words
Match any word
Prints
Personal Use
Royalty-Free
Rights-Managed
(leave unchecked to
search all images)
{ 44 images found }

Loading ()...

  • Virtual reality. Jamaea Commodore wears a virtual reality headset and data glove appears immersed in a computer-generated world. Virtual reality headsets contain two screens in front of the eyes, both displaying a computer- generated environment such as a room or landscape. The screens show subtly different perspectives to create a 3-D effect. The headset responds to movements of the head, changing the view so that the user can look around. Sensors on the data glove track the hand, allowing the user to manipulate objects in the artificial world with a virtual hand that appears in front of them. Model Released (1990)
    USA_SCI_VR_28_xs.jpg
  • Virtual reality. Cyberspace racquetball game: real strokes made by Christopher Allis, the player are returned by the Cyberspace computer through the virtual, computer- generated environment displayed on the monitor. Admission to this virtual squash court is provided by 3-D video goggles, a magnetic sensor & optical fiber sensors woven into a black rubber glove. The headset sensor transmits data to the computer on the player's position in space, whilst the data glove connects real hand movements to the virtual racquet court. Photo taken at AutoDesk Inc., Sausalito, California. Model Released (1990)
    USA_SCI_VR_27_xs.jpg
  • Virtual reality in air traffic control (ATC) systems. Bill Wiseman from the University of Washington Human Interface Technology Laboratory, Seattle, demonstrating how ATC might operate in the future. Optical fiber sensors in his black data glove & the pink-rimmed micro-laser scanner glasses connect the operator with a virtual, computer-generated, 3-D image of the airspace he is controlling. Through raising his gloved hand to touch an icon (projected image) of an approaching jet, he is placed in instant voice communication with the pilot. This photograph was taken with the cooperation of SEA/TAC international airport, Seattle. MODEL RELEASED. (1990)
    USA_SCI_VR_11_xs.jpg
  • Virtual reality in air traffic control (ATC) systems. Bill Wiseman from the University of Washington Human Interface Technology Laboratory, Seattle, demonstrating how ATC might operate in the future. Optical fiber sensors in his black data glove & the pink-rimmed micro-laser scanner glasses connect the operator with a virtual, computer-generated, 3-D image of the airspace he is controlling. Through raising his gloved hand to touch an icon (projected image) of an approaching jet, he is placed in instant voice communication with the pilot. This photograph was taken with the cooperation of SEA/TAC international airport, Seattle. MODEL RELEASED. (1990)
    USA_SCI_VR_09_xs.jpg
  • Virtual reality: Jim Chong wears a prototype (1st generation) headset. Virtual environments are generated by computer systems to allow users to interact with in similar ways as they might with a real environment. The computer environments are displayed to their users using sophisticated graphics projected through small video monitors mounted on the headset. In addition, some headsets have a sensor which instructs the computer of the wearer's spatial aspect, that is, in 3-D. This particular model features displays with half-silvered mirrors that allow the user to see the computer image & look ahead. Model Released (1990)
    USA_SCI_VR_30_xs.jpg
  • Virtual reality in air traffic control (ATC) systems. Bill Wiseman from the University of Washington Human Interface Technology Laboratory, Seattle, demonstrating how ATC might operate in the future. Optical fiber sensors in his black data glove & the pink-rimmed micro-laser scanner glasses connect the operator with a virtual, computer-generated, 3-D image of the airspace he is controlling. Through raising his gloved hand to touch an icon (projected image) of an approaching jet, he is placed in instant voice communication with the pilot. This photograph was taken with the cooperation of SEA/TAC international airport, Seattle. MODEL RELEASED. (1990)
    USA_SCI_VR_12_xs.jpg
  • Virtual reality in air traffic control (ATC) systems. Bill Wiseman from the University of Washington Human Interface Technology Laboratory, Seattle, demonstrating how ATC might operate in the future. Optical fiber sensors in his black data glove & the pink-rimmed micro-laser scanner glasses connect the operator with a virtual, computer-generated, 3-D image of the airspace he is controlling. Through raising his gloved hand to touch an icon (projected image) of an approaching jet, he is placed in instant voice communication with the pilot. This photograph was taken with the cooperation of SEA/TAC international airport, Seattle. MODEL RELEASED. (1990)
    USA_SCI_VR_10_xs.jpg
  • Virtual reality: Margaret Minsky works with a force-feedback joystick being developed in the MIT Media Laboratory. The joystick is designed to give its user a physical impression of features in a computer-generated environment. In this demonstration, the user is invited to feel shapes & textures whilst running a cursor over the various images displayed on the screen, and be able to differentiate between them. Model Released (1990)
    USA_SCI_VR_36_xs.jpg
  • Virtual or artificial reality. Alvar Green, CEO of Autodesk in 1990, Playing Cyberspace, a sophisticated videogame designed by AutoDesk Inc., USA. The computer monitor displays an image of one of Cyberspace's virtual (non-real) environments - a room - into which the player enters by wearing a headset & data glove. Two video images of the environment fit are projected into the eyes, whilst physical interaction is achieved through spatial sensors in the headset & optical fibers woven into the black rubber data glove, which send data to the computer on the player's position & movements in space. Alvar Green Model Released (1990)
    USA_SCI_VR_26_xs.jpg
  • Virtual reality: Warren Robinett wears a prototype (1st generation) headset. Virtual environments are generated by computer systems to allow users to interact with in similar ways as they might with a real environment. The computer environments are displayed to their users using sophisticated graphics projected through small video monitors mounted on the headset. In addition, some headsets have a sensor which instructs the computer of the wearer's spatial aspect, that is, in 3-D. This particular model features displays with half-silvered mirrors that allow the user to see the computer image & look ahead. Model Released (1990)
    USA_SCI_VR_14_xs.jpg
  • Virtual reality: Rich Holloway wears prototype headset which employs half-silvered mirrors to enable the user to view a projected image of a virtual environment (and thus exist in virtual reality) and also see in front of his nose. A virtual environment is one created by a computer. A person entering such an environment does so with the aid of such a headset, which displays virtual imagery. Tactile interaction with the environment may be made using a data glove, a Spandex garment wired with sensors, which relays movement of the hand & fingers to the virtual environment. Model Released (1990)
    USA_SCI_VR_13_xs.jpg
  • DCM Data Products engineers working on computer-designed printed circuit cards, in 1986.  New Delhi, India.
    IND_068_xs.jpg
  • Tourists take pictures of fish and other marine life at the Shanghai Aquarium in Pudong, Shanghai, China
    CHI_060611_621_xw.jpg
  • Virtual sex. Pornographic application of virtual reality, showing a man mauling his virtual conquest provided by his headset and data glove & an unseen computer system. Virtual, in computer parlance, describes equipment or programs that assume one form yet give the illusion of another. Here, the image of the woman is provided by the system through goggles in the head-set; contact is effectively faked by optic-optic sensors in the black, rubber data glove, which relay information on aspect and movement of the man's fingers. Photographed at Autodesk Inc., USA. MODEL RELEASED. (1990)
    USA_SCI_VR_08_xs.jpg
  • The Media Lab at Massachusetts Institute of Technology (MIT), Cambridge, Massachusetts. The Counter Intelligence program at MIT Media Lab in Boston, Massachusetts is focusing on developing a digitally connected kitchen of the future. By exploring new technologies they hope to expand the art of food preparation as well as social interactions in the kitchen. One aspect of their research is to create kitchen utensils that contain memories. In this image a digital nose sniffs a handful of garlic. While the project is ongoing, these images were shot in 1999. Mat Gray (Model Released) with digital nose, which detects aromas and smells. (1999)
    USA_SCI_MIT_02_xs.jpg
  • Silicon Valley, California; Carver Mead and the Foveon Digital Camera Studio. Mead sits for a portrait with his new camera. Foveon Inc. built a high-end digital still camera that aimed to rival the quality of analog film. The new startup was backed by Carver Mead, the inventor of the gallium-arsenide transistor, the silicon compiler and the artificial retina. Model Released. 1998.
    USA_SVAL_01_120_xs.jpg
  • Like a dissected mechanical insect, the hand-sized walking robot Unibug 3.2 (left) reveals its fifty-component construction to the camera's gaze. Designed by Los Alamos , New Mexico, researcher Mark Tilden, Unibug uses simple analog circuits, not the digital electronics that are in most robots, to poke its way around an amazing variety of obstacles. Digital machines must be programmed to account for every variation in their environment, Tilden argues, whereas analog machines can minimally compensate for new and different conditions. From the book Robo sapiens: Evolution of a New Species, page 116.
    USA_rs_487_120_qxxs.jpg
  • Peter Menzel sending digital images via satellite modem near an oil well in Iraq's Rumaila Oil Field, in southern Iraq. The wells were set on fire with explosives placed by retreating Iraqi troops when the US and UK invasion began. Seven or eight wells were set ablaze but at least one other was detonated but did not ignite. The Rumaila field is one of Iraq's biggest oil fields with five billion barrels in reserve. Many of the wells are 10,000 feet deep and produce huge volumes of oil and gas under tremendous pressure, which makes capping them very difficult and dangerous. Rumaila is also spelled Rumeilah.
    IRQ_030401_152_x.jpg
  • The Counter Intelligence program at MIT Media Lab in Boston, Massachusetts is focusing on developing a digitally connected kitchen of the future. By exploring new technologies they hope to expand the art of food preparation as well as social interactions in the kitchen. One aspect of their research is to create kitchen utensils that contain memories. In this image a digital scale helps to measure out meals.  Scale built into countertop. While the project is ongoing, these images were shot in 1999. (1999)
    USA_SCI_MIT_01_xs.jpg
  • TV of tomorrow. Long-exposure photograph of a TV monitor being wheeled through a corridor in the MIT Media Lab. The monitor on the left shows researcher Andrew Lippmann. Set up in 1985 at the USA's Massachusetts Institute of Technology, the Media Lab aims to invent the multimedia technologies of the future. According to Lippmann and colleagues, tomorrow's TVs will combine computer technology with digital transmission to create an interactive system that could make conventional print and broadcast media redundant. Wall-sized 3-D screens that respond to the human voice could offer millions of TV channels, personalized news and interactive dramas.  (1995)
    USA_SCI_MIT_01_120_xs.jpg
  • G. McQueen, senior animator, in his office of Pacific Data Images (PDI) in Sunnyvale, California.  1992. The company does computer animation and digital film effects: morphing. In 1996 PDI began collaborating with DreamWorks SKG, which then acquired PDI in 2004. .Creating believable 3D animated characters (War Games) and seamless transformations known as morphing ("Black and White" and "She's Mad"), PDI has been at the forefront of computer imagery. The studio pushed the boundaries of morphing in Michael Jackson's video "Black or White" with a sequence of twelve dynamic transformations of moving characters. In the innovative David Byrne video "She's Mad," PDI pioneered the technology called performance animation, capturing the motion of David Byrne and infusing an animated character with his distinctive motion. .
    USA_SCI_COMP_09_xs.jpg
  • Sewer inspection robot. Kurt I, a sewer inspection robot prototype. Here, the robot is moving through a simulated sewer at a German government-owned research and development centre. Unlike its predecessors, the Kurt I, and its successor, Kurt II, are cable-less, autonomous robots, which have their own power supply and piloting system. Kurt uses two low-powered lasers (upper centre) to beam a grid (red, lower centre) into its path. When the gridlines curve, indicating a bend or intersection in the pipe, the robot matches the curves against a digital map in its computer. It will then pilot itself to its destination. Photographed in Bonn, Germany.
    Ger_rs_40_xs.jpg
  • Application of virtual (artificial) reality computer systems in medical diagnostic imaging, showing a magnetic resonance image (MRI) of the head next to a scientist wearing a headset. Computer scientists here at the University of North Carolina aim to distill various types of diagnostic images, (X-rays, CT, MRI) into a vivid digital model, that is displayed through the head-mounted displays. Advantages of this type of presentation include not being bound by screen conventions, such as a lack of step back features, wider area views & the need to control a keyboard or mouse. Future uses may exist in the accurate targeting of radiotherapy. Stereo tactic radiotherapy technique. Model Released (1990)
    USA_SCI_VR_04_xs.jpg
  • FINAL CONTACT: "GRAVEWATCH".  Photo Illustration for the Future of Communication GEO (Germany) Special issue. Fictional Representation and Caption: Interactive gravestones became quite popular in the 21st century. Adding snippets of video of the diseased was quite easy to program since nearly every family had extensively documented their family time with small digital videocams. AI (artificial intelligence) computer programs made conversations with the dead quite easy. These virtual visits to the underworld became passé within a decade however, and graveyard visits became less common. By mid-century many people wanted to insure that their relatives would continue paying their respects, and keeping their memory alive. New technology insured regular visits to the gravesite to pick up a monthly inheritance check issued electronically by a built-in device with wireless connection to the living relative's bank account. Face recognition (and retinal scanners on high-end models) insured that family members were present during the half-hour visits. A pressure pad at the foot of the grave activated the system and after 30 minutes of kneeling at the grave, watching videos or prerecorded messages or admonitions, a message flashed on the screen, indicating that a deposit had been made electronically to their bank account. For the Wright family of Napa, California, there is no other way to collect Uncle Eno's inheritance other than by monthly kneelings. ["Gravewatch" tombstones shown with "Retscan" retinal scanning ID monitors.] MODEL RELEASED
    USA_SCI_COMM_07_xs.jpg
  • Future kitchen. Professor Mike Hawley (middle) and colleagues from the Massachusetts Institute of Technology (MIT), USA, in the 'kitchen of the future' prototype. Here, one of Hawley's colleagues (at left) is holding a 'digital nose' device. This analyses smells from the bowl's contents. It then tells the user (via the computer at centre right) how fresh the food is and suggests further ingredients. This is all part of MIT's Counter Intelligence project which includes using computers in food preparation and laying the table, as well as the inclusion of computer-simulated dinner guests. MODEL RELEASED. (1999)
    USA_SCI_MIT_07_120_xs.jpg
  • Portrait of a Northern California family with items having microprocessor chips, all in front of their home at dawn. From the One Digital Day Book.
    USA_SCI_COMP_16_120_xs.jpg
  • Portrait of a Northern Californian family at dawn, seen with items they own that contain microprocessor chips. From the One Digital Day book project. (1998)
    USA_SCI_COMP_15_120_xs.jpg
  • Video Suite animators working at Pacific Data Images (PDI) in Sunnyvale, California.  1992. The company does computer animation and digital film effects: morphing. In 1996 PDI began collaborating with DreamWorks SKG, which then acquired PDI in 2004. .Creating believable 3D animated characters (War Games) and seamless transformations known as morphing ("Black and White" and "She's Mad"), PDI has been at the forefront of computer imagery. The studio pushed the boundaries of morphing in Michael Jackson's video "Black or White" with a sequence of twelve dynamic transformations of moving characters. In the innovative David Byrne video "She's Mad," PDI pioneered the technology called performance animation, capturing the motion of David Byrne and infusing an animated character with his distinctive motion. .
    USA_SCI_COMP_11_xs.jpg
  • K. Schneider, Technical Director, in her office of Pacific Data Images (PDI) in Sunnyvale, California.  1992. The company does computer animation and digital film effects: morphing. In 1996 PDI began collaborating with DreamWorks SKG, which then acquired PDI in 2004. .Creating believable 3D animated characters (War Games) and seamless transformations known as morphing ("Black and White" and "She's Mad"), PDI has been at the forefront of computer imagery. The studio pushed the boundaries of morphing in Michael Jackson's video "Black or White" with a sequence of twelve dynamic transformations of moving characters. In the innovative David Byrne video "She's Mad," PDI pioneered the technology called performance animation, capturing the motion of David Byrne and infusing an animated character with his distinctive motion. .
    USA_SCI_COMP_10_xs.jpg
  • Pacific Data Images (PDI) morning conference. The company does computer animation and digital film effects: morphing.  1992 at the office in Sunnyvale, California. In 1996 PDI began collaborating with DreamWorks SKG, which then acquired PDI in 2004. .Creating believable 3D animated characters (War Games) and seamless transformations known as morphing ("Black and White" and "She's Mad"), PDI has been at the forefront of computer imagery. The studio pushed the boundaries of morphing in Michael Jackson's video "Black or White" with a sequence of twelve dynamic transformations of moving characters. In the innovative David Byrne video "She's Mad," PDI pioneered the technology called performance animation, capturing the motion of David Byrne and infusing an animated character with his distinctive motion.
    USA_SCI_COMP_08_xs.jpg
  • David Chaum, managing director of DigiCash, Amsterdam (31)20-665-2611. The rush is on to buy and sell on the Internet. David Chaum's company has developed a system of digital cash. Buyer's identities are kept secret and by encrypting their account numbers and transaction details, privacy and security are assured. He has developed an experimental currency trial on the Internet using "ecash", which uses "cyberbucks" as its virtual currency.
    USA_SCI_COMP_04_120_xs.jpg
  • Lampbot 1.0, a nine-segment snake robot from researcher Mark Tilden in Los Alamos, New Mexico. "Nothing in nature is digital," says researcher Mark Tilden, who created Lampbot 1.0. "Everything's analog and analog can do better. Built of simple, off-the-shelf components. From the book Robo sapiens: Evolution of a New Species, page 5 bottom.
    USA_rs_476_qxxs.jpg
  • By flexing his data-gloved hand, robotics specialist Fredrik L. Rehnmark controls the NASA robonaut as it reaches for a battery-operated power drill on a test platform. Black goggles on Rehnmark's head give him the view from the twin digital cameras mounted in the robot's shiny carapace. Next to Rehnmark, engineer Hal A. Aldridge tracks the robot's test results. In a cavernous adjacent room in the Johnson Space Center  in Texas is a life-sized mock-up of the robonaut's future home: the NASA space shuttle. From the book Robo sapiens: Evolution of a New Species, page 132-133.
    USA_rs_362_qxxs.jpg
  • When a terrifying earthquake leveled part of Turkey in the fall of 1999, rescuers had trouble pulling victims from the rubble because it was too risky to crawl through the unstable ruins. As a result, some people died before they could be rescued. Shigeo Hirose of the Tokyo Technical Institute thinks he may have the solution: Blue Dragon (Souryu in Japanese). A light, triple-jointed robot with a digital camera in its nose, Blue Dragon could crawl through an earthquake-damaged building in search of survivors. Wriggling over a pile of shattered concrete on a construction site at the institute's campus, the battery-operated robot fell over several times, but righted itself quickly and continued slithering through the pile of stone. Japan. From the book Robo sapiens: Evolution of a New Species, page 148-149.
    Japan_JAP_rs_50_qxxs.jpg
  • The novelty of owning Japan's first robot dog is not enough to keep Mitsuhiko Nozue's son Masahiko from switching his attention to a Pokemon video game. When abandoned by its owner, AIBO, Sony's new, limited-edition mechanical pet, plays with the ball by itself, delighting Mitsuhiko. The man runs for the 150-page manual that came with the robot pet when AIBO displays any new trick, sometimes leaving Mitsuhiko scratching his head; a puzzlement all too familiar from other encounters with digital gizmos. The latest word is that the Nozue family has named their AIBO Narubo. Yokohama, Japan . From the book Robo sapiens: Evolution of a New Species, page 226.
    Japan_JAP_rs_252_qxxs.jpg
  • Kurt I, a 32-cm-long robot, crawls through a simulated sewer network on the grounds of the Gesellschaft für Mathematik und Datenverabeitung-Forschungs-zentrum Informationstechnik GmbH (GMD), a government-owned R&D center outside Bonn, Germany. Every ten years, Germany's 400,000 kilometers of sewers must be inspected, at a cost of $9 per meter. Today, vehicles tethered to long data cables explore remote parts of the system. Because the cables restrict the vehicle's mobility and range, GMD engineers have built Kurt I, which crawls through sewers itself. To pilot itself, the robot?or, rather, its successor model, Kurt II?will use two low-power lasers to beam a checkerboardlike grid into its path. When the gridlines curve, indicating a bend or intersection in the pipe ahead, Kurt II will match the curves against a digital map in its "brain" and pilot itself to its destination. From the book Robo sapiens: Evolution of a New Species, page 194
    GER_rs_6_qxxs.jpg
  • Rod MacGregor, president and CEO of NanoMuscle, Inc. standing behind Life cycle testers: NanoMuscles are cycled continuously on these testers for months at a time to prove reliability. NanoMuscles are rated at one million cycles, but some samples have exceeded 12 million cycles and are still running. NanoMuscle, a California company headed by Scotsman Rod MacGregor, makes miniature motors, which are smaller and lighter than the conventional electric devices that go into everyday products such as digital cameras and CD players. Model Released
    USA_SCI_BIOT_02_xs.jpg
  • Future kitchen. Professor Mike Hawley (middle) and colleagues from the Massachusetts Institute of Technology (MIT), USA, in the 'kitchen of the future' prototype. Here, one of Hawley's colleagues (at left) is holding a 'digital nose' device. This analyses smells from the bowl's contents. It then tells the user (via the computer at center right) how fresh the food is and suggests further ingredients. This is all part of MIT's Counter Intelligence project which includes using computers in food preparation and laying the table, as well as the inclusion of computer-simulated dinner guests. MODEL RELEASED. (1999)
    USA_SCI_MIT_06_120_xs.jpg
  • Portrait of a Northern Californian family at dawn, seen with items that contain microprocessor chips. From the One Digital Day project. (1998)
    USA_SCI_COMP_14_120_xs.jpg
  • Carl Rosendahl, founder of Pacific Data Images (PDI). His company does computer animation and digital film effects: morphing. 1992 at the office in Sunnyvale, California. In 1996 PDI began collaborating with DreamWorks SKG, which then acquired PDI in 2004. Creating believable 3D animated characters (War Games) and seamless transformations known as morphing ("Black and White" and "She's Mad"), PDI has been at the forefront of computer imagery. The studio pushed the boundaries of morphing in Michael Jackson's video "Black or White" with a sequence of twelve dynamic transformations of moving characters. In the innovative David Byrne video "She's Mad," PDI pioneered the technology called performance animation, capturing the motion of David Byrne and infusing an animated character with his distinctive motion.
    USA_SCI_COMP_06_xs.jpg
  • "Nothing in nature is digital," says researcher Mark Tilden, who created Unibug 3.1. "Everything's analog?and analog can do better." Unibug 3.1, a slight variation on the disassembled model pictured on page 116 is an example of what he means. Although built of simple, off-the-shelf components, it can walk easily on a remarkable variety of surfaces, striding from a film of shallow water into deep sand without stumbling. Los Alamos, NM. From the book Robo sapiens: Evolution of a New Species, page 120..
    USA_rs_206_qxxs.jpg
  • FINAL CONTACT: "GRAVEWATCH".  Photo Illustration for the Future of Communication GEO (Germany) Special issue. Fictional Representation and Caption: Interactive gravestones became quite popular in the 21st century. Adding snippets of video of the diseased was quite easy to program since nearly every family had extensively documented their family time with small digital videocams. AI (artificial intelligence) computer programs made conversations with the dead quite easy. These virtual visits to the underworld became passé within a decade however, and graveyard visits became less common. By mid-century many people wanted to insure that their relatives would continue paying their respects, and keeping their memory alive. New technology insured regular visits to the gravesite to pick up a monthly inheritance check issued electronically by a built-in device with wireless connection to the living relative's bank account. Face recognition (and retinal scanners on high-end models) insured that family members were present during the half-hour visits. A pressure pad at the foot of the grave activated the system and after 30 minutes of kneeling at the grave, watching videos or prerecorded messages or admonitions, a message flashed on the screen, indicating that a deposit had been made electronically to their bank account. For the Wright family of Napa, California, there is no other way to collect Uncle Eno's inheritance other than by monthly kneelings. ["Gravewatch" tombstones shown with "Retscan" retinal scanning ID monitors.] MODEL RELEASED
    USA_SCI_COMM_06_xs.jpg
  • Researchers adjust the mechanism of WE-3RIII, Waseda University's head robot, after it accidentally whiplashed into its own wires. In a situation all too familiar to robotics researchers, Atsuo Takanishi ( hand on right) is trying to make his creation work. His research team's robot, WE-3RIII (Waseda Eye Number 3 Refined Version III) can follow a light with its digital-camera eyes, moving its head if needed. In the laboratory the robot worked perfectly, its movements almost disconcertingly lifelike. But while being installed at a robot exhibit in Tokyo, WE-3RIII inexplicably and violently threw back its head, tearing apart its own wiring. Now Takanishi and one of his students (hand on left) are puzzling over the problem and will solve it only in the early hours of the morning before the exhibit opened. Japan. From the book Robo sapiens: Evolution of a New Species, page 233.
    Japan_JAP_rs_59_qxxs.jpg
  • In a situation all too familiar to robotics researchers, Atsuo Takanishi (on right) is trying to make his creation work. His research team's robot, WE-3RIII (Waseda Eye Number 3 Refined Version III) can follow a light with its digital-camera eyes, moving its head if needed. In the laboratory the robot worked perfectly, its movements almost disconcertingly lifelike. But while being installed at a robot exhibit in Tokyo, WE-3RIII inexplicably and violently threw back its head, tearing apart its own wiring. Now Takanishi and one of his students are puzzling over the problem and will solve it only in the early hours of the morning before the exhibit opened. Japan.From the book Robo sapiens: Evolution of a New Species, page 40-41..
    Japan_JAP_rs_12_qxxs.jpg

Peter Menzel Photography

  • Home
  • Legal & Copyright
  • About Us
  • Image Archive
  • Search the Archive
  • Exhibit List
  • Lecture List
  • Agencies
  • Contact Us: Licensing & Inquiries