DISRUPTIVE: BIO-INSPIRED ROBOTICS features three separate interviews with (1) RADHIKA NAGPAL, (2) ROBERT WOOD, and (3) CONOR WALSH
Written on October 7th, 2015Welcome to the second episode of my new monthly podcast series produced with Harvard’s Wyss Institute for Biologically Inspired Engineering.
DISRUPTIVE: BIO-INSPIRED ROBOTICS features three separate interviews with (1) RADHIKA NAGPAL, (2) ROBERT WOOD, and (3) CONOR WALSH. From insects in your backyard, to creatures in the sea, to what you see in the mirror, engineers and scientists at Wyss are drawing inspiration to design a whole new class of smart robotic devices
In this one, RADHIKA NAGPAL talks about her work Inspired by social insects and multicellular systems, including the TERMES robots for collective construction of 3D structures, and the KILOBOT thousand-robot swarm. She also speaks candidly about the challenges faced by women in the engineering and computer science fields.
In part two, ROBERT WOOD discusses new manufacturing techniques that are enabling popup and soft robots. His team’s ROBO-BEE is the first insect-sized winged robot to demonstrate controlled flight.
In part three, CONOR WALSH discusses how a wearable robotic exosuit or soft robotic glove could assist people with mobility impairments, as well as how the goal to create real-world applications drives his research approach.
The mission of the Wyss Institute is to: Transform healthcare, industry, and the environment by emulating the way nature builds, with a focus on technology development and its translation into products and therapies that will have an impact on the world in which we live. Their work is disruptive not only in terms of science but also in how they stretch the usual boundaries of academia.
DISRUPTIVE: BIO-INSPIRED ROBOTICS Robert Wood Interview
Free Forum Q&A – GANGA WHITE, YOGA BEYOOND BELIEF: Insights to Awaken and Deepen Your Practice & STEVEN PINKER, THE STUFF OF THOUGHT: Language as a Window into Human Nature
Written on March 20th, 2015
Ganga White (originally aired: July 2007)
Steven Pinker (originally aired: October 2007)
I’ve been practicing yoga since 1970, obviously long before it was a major cultural phenomenon. GANGA WHITE started a few years earlier. YOGA BEYOND BELIEF: Insights to Awaken and Deepen Your Practice speaks to the way I’ve thought about yoga. It’s about paying attention, lifelong learning, and discovering our own paths to growth, integration and presence. It talks about living life as a meditation – but not in the navel-gazing or guru-following way many may think about meditation. It also takes issue with many in the yoga world today who tend to make it a rigid strictly codified authoritarian practice. Why does the FCC get so riled up about salty language? How do lobbyists bribe politicians? Why do romantic comedies get such mileage out of the ambiguities of dating? And why is bulk email called spam? These are some of the everyday questions STEVEN PINKER tackles in THE STUFF OF THOUGHT: Language as a Window into Human Nature. We know language helps us communicate, but what can words tell us about ourselves? Harvard professor and two-time Pulitzer Prize finalist, PINKER explores how language illuminates the mind.
Q&A w/ Author, GEORGE PACKER – THE UNWINDING: Inner History of New America
Written on February 5th, 2015Aired: 06/09/13
NYTimes review: “This book hums – with sorrow, outrage and compassion.”- #8 Best-seller
Q&A: RAJ PATEL, Writer, activist, and academic
Written on November 27th, 2014Free Forum Q&A : JANE McGONIGAL, REALITY IS BROKEN – How Gamers Can Change the World
Written on October 17th, 2014
In her There are 183 million active video gamers in the US, and the average young person will spend 10,000 hours gaming by the age of 21. There are now more than five million “extreme” gamers” in the US who play an average of 45 hours a week.
According to game designer JANE McGONIGAL, this is because videogames are increasingly fulfilling genuine human needs. But she goes way beyond that, in her first book, REALITY IS BROKEN– just out in paperback – she suggests we can use the lessons of game design to fix what is wrong with the real world.
Drawing on positive psychology, cognitive science, and sociology, she shows how game designers have hit on core truths about what makes us happy so that videogames consistently provide the exhilarating rewards, stimulating challenges, and epic victories that are so often lacking in the real world.
I recommend REALITY IS BROKEN to people who have no interest in games. Separate from what it says about the current reality and possible future of games, the book is an excellent primer on what we have learned – and most people don’t know – about happiness, learning, productivity and growth.