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Past
Projects
Being
born and raised in Mexico (where R&D opportunities are not precisely
abundant) with a curious personality and the need to create, I've had
to start up, develop and fund most projects by myself. Below is a list
of some of my favorite projects with a brief description of my personal
experience and the research performed. Some were class projects pursued
beyond requirements and others independent explorations motivated by curiosity.
All of them have been very fulfilling and enriching.
Past Projects
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Growing
Connections: Explorations in Computational Neuroscience
The idea behind
this project is to explore biologically inspired mechanisms of development
and learning like neurogenesis and neuroplasticity and implement
them in a computational model applicable to robot control. A long
term goal is the creation of an ASIC through VLSI. Click on the
above link to view an article, in submission for publication, about
the current advances.
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Teaching Robotics and Advanced Control to Undergraduate Mechanical
& Electronic Engineers
I had the priviledge of teaching the courses of Robotics and Advanced
Control as well as their labs at Universidad Iberoamericana during the
spring 2003 semester. As course project we built (from servos to A.I)
two vision guided robotic arms and three obstacle-avoiding dead-reckoning
movin robots. Check out some pictures here.
(The site is usualy down at the night ?) These lead to the creation of
the Robotics Lab at Universidad Iberoamericana.
Creation of the Robotics Lab at Universidad Iberoamericana
Apart from the robotics course, there is a lot of interest from talented
students and faculty but lack of coordination and financial support has
prevented the follow through of interesting projects. My goal is to unite
interested professors and marshal funds in order to create a proper lab
capable of sustaining greater projects over time, and utilize the most
precious resource available: motivated students, giving them in return
a richer education and further research experience.
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Walking
Machine
-1997
The design of a biped robot capable of walking with
the fewest degrees of freedom possible under the direction of Dr.
Jaime Gómez. Click
on the above link for a description
of the mechanical design process and the control outline for the
robot. |
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VLSI implementation of Neural Networks - 2001
This was my introduction to neural networks and
my first conscious attempt at AI which later evolved into my current
computational neuroscience project.
It began as a naive and uniformed attempt to create a massively
parallel VLSI chip dedicated to the processing of neural networks.
As I studied the traditional models (perceptron, backpropagation,
Kohonen, etc.) I mapped the mathematical processing necessary for
each signal as it propagated through the network during operation
and training with hopes of later implementing this topology with
logic gates or state machines.
I soon realized that even if each node was made small enough so
that a large number of them could fit in a single chip, the limiting
factor would be the interconnectivity.
Despite my disappointment with traditional Neural Networks this
project helped me understand the challenges to overcome with computational
neuroscience and the type of computations that can be expected from
a neuron and a network.
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HeNe
LASER Power Source -1998
I had purchased an old Melles-Griot
HeNe Laser from a retail catalog and to my surprise it
came without a power source so I had to build one. I could not get the
exact laser specifications but I new the laser would turn on around 6000VDC
and operate somewhere between 2000 and 3000 VDC. The power source was
very simple, I ended up using a B&W TV transformer with a couple of
microwave capacitors powered by an off the shelf oscillator, but the most
interesting part of this project was working with potentially lethal live
potentials! The next month the same catalog featured the same laser with
a power supply...
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Pente-1996
Originally this was a Structured-Programing final
project implementing the ancient Japanese board game of Pente. The
finished project was so complete that I decided to try my luck as
a shareware so I translated the interface to english, improved the
computer opponent and uploaded it. Its success was amazing! I received
registrations from all around the globe including a few from Japan.
It was also published on several CDs in the US and Europe.
At the time I had no idea that computer opponents were considered
AI, or that there were books on the subject, so in a sense it was
a remarkable achievement to come up with rule-based and adversary-search
algorithms on my own...
Feel free to download a copy and try to beat it. It will run on
any Mac. Download (408KB) |
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Gravity:Computer
Simulation of Big Bang -1995
For some reason I had become suspicious of the
Big Bang theory. I just could not visualize how a radial explosion
would eventually cause everything in the universe to end up spinning
around its axis or some other body. My curiosity grew so strong
that I decided to program a little simulation.
Even though gravity is the weakest force in physics, and without
wanting to overcomplicate the program, I decided to use Sir Isac
Newton's theories on gravitation as the basis for my sim. I created
a set of particles with random mass arranged along the surface of
a small sphere and gave them an initial radial velocity with random
magnitude. Their velocities/trajectories would then be influenced
by the gravitational attraction of every other particle in accordance
with classic mechanics.
Initially I tried assigning a very small mass to each particle and
using the real gravitational constant but my old CPU could not handel
such small influences so I had to increase overall mass and the
gravitational constant until an attractive behavior emerged. This
produced a lot of slingshots and soon all particles would be launched
very fast and very far but would not form spinning systems. The
solution was to implement a collision scheme that simply conserved
momentum and merged particles when
they were too close.
Finally things started to spin around each other forming systems
but they were hard to track as they flew away. Adjusting the graphical
interface to be able to set a particle as a fixed frame of reference
produced very interesting results.
Not only did complex, although unstable, systems formed but I discovered
that textbook perfect elliptical orbits are unreal. Actual planet
orbits are very wobbly ellipses(proportion
in mind) caused by the influence
of moons. Even the sun's position wobbles by the
influence of planets which is exactly what modern astronomers use
to detect distant planets.
In conclusion, although this basic simulation was astronomically
far from accounting for the amount of mass/energy, number of particles
and phenomena involved in the Big Bang, I was convinced that a radial
explosion can lead to for the formation of rotating systems.
Click here for some movies. |
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Solving
the Chinese Solitaire - 1994
This ancient game consists of a board with 33 slots
each
with one marble
as shown in the figure. The goal is to start with the center
marble removed and capture the rest of them by jumping them. A marble
can only jump over one marble to an empty slot in a horizontal or
vertical direction. The jumped marble is then removed.
My Xgirlfriend's father used to play this game for hours every night
without success until one night he challenged me to try. I gladly
accepted the challenge and promised a solution for the next day
without even trying to solve it by 'hand'. When I got home it took
me around 2 hours to program a simple depth-first net search algorithm
capturing the game's layout and rules. Surprisingly it only took
about 15 minutes (at 25MHz) to find a perfect solution!
Even more surprisingly the challenger accused me of cheating by
using a computer, he claimed that anyone could use a computer to
solve it... ???
Click here for the solution. |
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