#Robotic Mobile Automation
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Boosting Efficiency: The Impact of Robots in Mobile Phone Production
Industrial robots are significantly boosting efficiency in mobile phone production. By automating tasks such as assembly, testing, and packaging, robots increase production speed and reduce human error. These machines work tirelessly, ensuring consistent quality and precision in every step of the process. Robots also enhance flexibility, allowing manufacturers to adapt quickly to new models or design changes. As a result, mobile phone manufacturers can meet growing demand while maintaining high standards. With robots driving efficiency, production costs are lowered, and businesses stay competitive in the fast-paced mobile phone industry. Industrial robots are truly transforming mobile phone manufacturing.
#industrial automation#industrial equipment#industrial spare parts#industrial#automation#industrial and marine automation#industrial parts supplier#industrial innovation#automation solutions#Marine Automation#marine equipment#marine spare parts#auto2mation#equipment#automation equipment#industrial automation applications#Manufacturing#industrial robots#mobile manufacturing#mobile phone manufacturing#robots
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The Future of Logistics: Why Autonomous Mobile Robots (AMR) Are a Game-Changer
In today’s fast-paced world of logistics and warehousing, autonomous mobile robots (AMRs) are quickly becoming the cornerstone of efficient operations. As industries strive for faster, more reliable supply chains, these mobile robots are playing a crucial role in meeting the ever-growing demand for automation. From reducing human error to optimising storage space, AMR robots are revolutionising how goods are stored, picked, and delivered, creating smarter and more agile supply chain solutions.
What Are Autonomous Mobile Robots (AMRs)?
At their core, autonomous mobile robots are self-guided machines designed to transport goods within a warehouse or manufacturing facility without human intervention. Unlike traditional mobile robots, which require tracks or predefined paths, AMRs navigate using advanced sensors, cameras, and onboard mapping technology to move freely and adapt to their surroundings. These robots can pick, pack, and transport goods with high precision, eliminating the need for manual labour in repetitive tasks and significantly improving operational efficiency.
The Growing Role of AMR Robots in Warehousing
Warehouses have always been hubs of activity, packed with inventory, constant movement, and tight deadlines. However, the rise of autonomous mobile robots has brought a fresh wave of innovation, transforming how goods are handled within these spaces. With the ability to perform various tasks, such as transporting heavy pallets, picking items from shelves, and even unloading containers, AMR robots are drastically improving productivity in warehouses.
One of the key benefits of AMR robots is their adaptability. These robots are equipped with sensors and AI algorithms that enable them to understand and map their environment, allowing them to navigate complex, dynamic spaces without bumping into obstacles or creating inefficiencies. This level of intelligence gives mobile robots the ability to optimize routes in real-time, ensuring that goods are moved with minimal delays, while avoiding congestion in busy warehouses.
How AMR Robots Improve Operational Efficiency
The introduction of autonomous mobile robots has proven to deliver substantial cost savings and efficiency gains. Here's how they work their magic:
Increased Speed and Precision AMRs can carry out repetitive tasks like transporting goods at a much higher speed than humans, with fewer errors. Their precise operations minimise mistakes, improving overall order accuracy and reducing the need for costly rework.
24/7 Operation Unlike human workers who need breaks, sleep, and days off, an AMR robot can operate continuously, driving efficiency and throughput around the clock. They also work at a consistent pace, eliminating fluctuations in output that often occur in human-run warehouses.
Optimised Space Usage Traditional warehouses are often designed with wide aisles to accommodate human-operated forklifts and pallets. With autonomous mobile robots, the need for large aisles is eliminated, as these robots can maneuver through narrower spaces, allowing more inventory to be stored in the same physical footprint. This leads to more effective use of warehouse space and, ultimately, greater storage capacity.
Reduced Labour Costs By automating tasks that were traditionally manual, mobile robots help reduce the dependency on human labour for low-value tasks. This allows human workers to focus on higher-value activities, like strategic planning and quality control, while the robots handle the heavy lifting.
How AMR Robots Support the Future of E-Commerce
The rise of e-commerce has drastically shifted consumer expectations, with customers demanding faster deliveries and better service than ever before. This is where autonomous mobile robots come into play. With AMR systems handling much of the physical labour within warehouses, e-commerce businesses can streamline their order fulfilment processes, accelerating the speed at which products are picked, packed, and shipped.
In addition to enhancing speed, AMR robots ensure better accuracy and consistency. This is crucial in the e-commerce industry, where one mistake in fulfilling an order can lead to customer dissatisfaction, returns, or lost revenue. By implementing mobile robots that are programmed to follow precise guidelines and workflows, e-commerce businesses can drastically reduce order errors and improve overall customer experience.
The Future of AMR Robots in Industry
As we move further into an age dominated by smart technology, the role of autonomous mobile robots is only expected to grow. With advancements in AI, machine learning, and real-time data processing, future AMRs will become even more efficient and intelligent. They will be able to perform even more complex tasks, such as sorting and categorising inventory or managing the entire supply chain from start to finish.
The potential applications of mobile robots extend beyond just warehouses. Industries like manufacturing, retail, and healthcare are already exploring the integration of AMR systems into their operations. From assembly lines to patient transport, the possibilities for autonomous mobile robots are endless.
A Smarter, More Efficient Future
The rise of autonomous mobile robots marks a significant shift in how logistics and supply chain operations are run. By improving speed, accuracy, safety, and scalability, the AMR robot is changing the game for businesses of all sizes. As these robots continue to evolve, we can expect them to play an even larger role in shaping the future of industries worldwide, driving efficiencies and unlocking new levels of productivity.
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Exploring the Future of Smart Homes with Dreame
The smart home industry is rapidly evolving, bringing innovative solutions that enhance our daily lives. Among the leading brands, Dreame stands out for its commitment to quality and technology.
One of the standout products in their lineup is the Dreame robot cleaner, which has revolutionized the way we think about home cleaning. With its advanced navigation systems and powerful suction capabilities, the Dreame robot cleaner not only saves time but also ensures a thorough clean.
Dreame's dedication to creating user-friendly devices makes home automation more accessible than ever. The integration of smart features allows users to control their cleaning routines effortlessly through mobile apps.
As we embrace the future of smart homes, brands like Dreame are paving the way for a cleaner, more efficient living environment. Investing in a Dreame robot cleaner is a step towards a smarter home, making everyday chores a breeze.
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Dreame's Innovative Solution to the Roomba Docking Problem
In the ever-evolving world of smart home technology, Dreame has emerged as a trailblazer, offering cutting-edge solutions to common household challenges. One such innovation is their approach to the robotic vacuum docking problem.
Traditionally, robotic vacuum cleaners have faced difficulties in seamlessly returning to their docking stations, often resulting in frustration for users. However, Dreame's engineering has tackled this issue head-on, ensuring a hassle-free experience for homeowners.
By leveraging advanced navigation algorithms and precise sensor technology, Dreame's robotic vacuums can effortlessly locate their docking stations, even in complex layouts or cluttered environments. This remarkable feat not only enhances convenience but also optimizes battery life, allowing for more efficient cleaning cycles.
Moreover, Dreame's commitment to user-friendly design extends beyond just docking capabilities. Their intuitive mobile app and voice control integration make it easy to monitor and customize cleaning routines, ensuring a truly smart home experience tailored to your unique needs.
As the smart home industry continues to evolve, Dreame's innovative solutions, like their approach to the robotic vacuum docking problem, solidify their position as a leader in the field, revolutionizing the way we perceive and interact with our living spaces.
#Dreame#smart home technology#robotic vacuum#docking problem#navigation algorithms#sensor technology#battery life#cleaning cycles#mobile app#voice control#user-friendly design#home automation#innovation
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Dreame: Revolutionizing Smart Home Living with Innovative Robot Vacuums
In the ever-evolving world of smart home technology, Dreame has emerged as a leading brand, offering cutting-edge robot vacuum cleaners that combine convenience, efficiency, and advanced features. With a focus on intelligent cleaning solutions, Dreame's line of robot vacuums, including the popular L robot series, is transforming the way we approach household chores.
The L robot vacuum cleaners from Dreame are designed to make your life easier while delivering exceptional cleaning performance. Equipped with powerful suction, advanced navigation systems, and intelligent mapping capabilities, these robots effortlessly navigate through your home, meticulously cleaning every nook and cranny. With their sleek and modern design, they seamlessly blend into any living space, adding a touch of sophistication to your smart home ecosystem.
What sets Dreame apart is their commitment to innovation and user-friendly technology. The L robot vacuums feature intuitive controls, allowing you to schedule cleaning routines, adjust suction levels, and even monitor their progress through a user-friendly mobile app. With their advanced sensors and obstacle avoidance systems, these robots can navigate around furniture and obstacles with ease, ensuring a thorough and efficient cleaning experience.
But Dreame's commitment to excellence doesn't stop there. The brand continuously pushes the boundaries of smart home technology, incorporating cutting-edge features like voice control, automatic dirt disposal, and self-cleaning capabilities into their robot vacuums. With Dreame, you can enjoy a truly hands-free cleaning experience, freeing up your time for the things that matter most.
As the smart home industry continues to evolve, Dreame remains at the forefront, delivering innovative solutions that simplify daily tasks and enhance your quality of life. Whether you're a tech enthusiast or simply seeking a more convenient and efficient way to keep your home clean, Dreame's L robot vacuums are a testament to the brand's dedication to excellence and customer satisfaction.
#smart home#robot vacuum#cleaning technology#Dreame#L robot series#intelligent cleaning#advanced features#suction power#navigation systems#mapping capabilities#user-friendly#mobile app#voice control#automatic dirt disposal#self-cleaning#home automation#convenience#efficiency
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#material handling#automated material handling#autonomous mobile robots#automated guided vehicle market
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Pavlo Pikulin, Founder & CEO of Deus Robotics – Interview Series
New Post has been published on https://thedigitalinsider.com/pavlo-pikulin-founder-ceo-of-deus-robotics-interview-series/
Pavlo Pikulin, Founder & CEO of Deus Robotics – Interview Series
Pavlo Pikulin is the founder and CEO of Deus Robotics, which has developed an AI platform that connects and enhances the intelligence of warehouse robots from any manufacturer. The company also offers AI-powered robots that cover 90% of warehouse automation needs — and counting. With over 22 years of experience in AI and 6 years in robotics, Pavlo serves as an Expert on the Artificial Intelligence committee under Ukraine’s Ministry of Digital Transformation.
Can you share your journey in AI and robotics, and what inspired you to start Deus Robotics?
It all began with my dad, who’s always been a tech enthusiast. Even before I was born, he got me a personal computer — pretty rare in my hometown back in 1989.
When I was five, I wrote my first computer program. The idea of giving a task to a machine and watching it execute was absolutely fascinating to me.
At seven, I sold my first website for $20. Soon after, I started building and selling computers. By thirteen, I had written a program to bypass a captcha in a computer game, which later evolved into an automatic number-plate recognition system.
By fifteen, I was convinced that the future was all about robotics.
This realization set my path towards robotics and AI. However, at that age, I didn’t have the means to start my own robotics company, so I took a bit of a detour. At nineteen, I launched a game studio which grew into a global company with 60 million users worldwide. By 2021, we had 700 employees, and some of our games became the top downloads in their genre in the US.
But robotics was always on my mind and in my heart. I’ve always believed the world would be better if robots could handle all the tough, mundane, or dangerous tasks. By late 2017, I had saved enough to finally bootstrap my own robotics company and make that vision a reality.
It took me a year to do all the research in robotics I needed to start. After that, I gathered a team of incredibly talented engineers and programmers — some old friends, others new faces — and we launched Deus Robotics in early 2019. This past summer, Deus Robotics was shortlisted for Logistics UK’s Logistics Awards, Robotics & Automation Awards, and Supply Chain Excellence Awards USA.
What lessons did you carry over from your 15 years in the gaming industry to robotics and AI?
Working on games has given me valuable experience in many key areas, and it’s been rewarding to see how these skills apply to robotics.
Virtual Worlds for Robotics
Virtual worlds are a game-changer in robotics, offering a quicker and more efficient way to test ideas without waiting months for a hardware prototype. Instead of spending time and resources on physical prototypes, you can experiment in a virtual environment. Creating these virtual worlds is a lot like designing a game, where robots interact with their surroundings — this is where my game development experience really comes in handy.
Algorithm Transfer
When we were developing algorithms for robot path planning, as a team, we tapped into our experience from creating similar algorithms in games for character navigation. In our strategy games, hundreds of characters had to navigate through cities with roads and buildings — just like robots in our systems. This made transferring our path-planning expertise to robotics feel seamless and natural.
Complex Software and Analytics
Robots, much like games, are built on complex software. Developing a world-class game involves creating secure payment systems, social features like chat and groups, competitive elements, and a detailed virtual world with countless mechanics. One of our games had over 300 functional windows — more than you’d find in most banking apps! Games also handle massive loads, with millions or even billions of users performing countless actions, and this experience provides valuable insights for warehouse robotics.
Another crucial aspect is analytics. In games, we had to quickly and efficiently analyze user actions, managing high volumes of data. The same is true for robots, which continuously send vast amounts of data that need robust processing and analysis systems. Additionally, creating AI agents in games to engage players is similar to programming robots, as both involve crafting intelligent, responsive behavior.
In short, if you can build and manage a game development team, you’ve got what it takes to lead a robotics team as well.
How has your role in the Artificial Intelligence Committee under Ukraine’s Ministry of Digital Transformation influenced your work at Deus Robotics?
The Committee’s goal is to advise government authorities on AI, including robotics. I joined to provide expertise specifically in robotics and to consult on government requests. We’re also focused on education, regulations, and pilot AI projects in Ukraine.
Through my work with the Committee, Deus Robotics found a way to expand our passion for advancing robotics in Ukraine beyond just warehouse automation. This allows us to make a broader impact.
Could you explain the unique AI brain developed by Deus Robotics and how it enhances the intelligence of warehouse robots?
Our robot control software, dubbed AI brain, includes key technologies:
1. On-Robot Systems:
A system that collects and analyzes data from all the robot’s sensors, helping it understand its surroundings, determine its location, and make decisions.
A control system that manages all robot mechanisms, such as manipulators, motors, lidars, and cameras, to execute the robot’s decisions.
A 3D recognition system that identifies obstacles using 3D cameras and a lidar recognition system that interprets what the LIDAR detects.
2. Centralized Management Platform:
Our AI platform connects all robots via Wi-Fi, coordinating their actions and enabling centralized communication.
In warehouses, our centralized system is crucial. It prevents collisions by tracking each robot’s exact location in real-time, allowing them to move quickly and safely.
This centralized system also integrates seamlessly with the warehouse management system, making it a key advantage and streamlining robot management.
Besides being connected, our robots are also getting smarter. Thanks to the adapters for different robots, our system can integrate robots from various manufacturers, enabling them to share information and coordinate tasks.
Previously, robots could only coordinate with other robots from the same manufacturer. Now, they can exchange data and work together across different brands.
What sets Deus Robotics apart from other companies in the warehouse automation industry?
Unlike other warehouse robotics companies, we’ve developed the heart of what makes robots truly effective: their brain. Our AI-powered brain connects with robots from any manufacturer, including our own, turning even the simplest robots into smarter, more capable machines. This kind of interoperability is something special in the industry.
This is especially important because, typically, robots from different manufacturers don’t play well together. Each robotics provider only covers a small slice of automation needs, leaving warehouses to choose from too many options. Each provider also requires costly and time-consuming integration, making it hard to switch if you want to try something new. Plus, when robots from different providers can’t connect or be centrally managed, it complicates operations and limits your ability to scale.
That’s where we come in. Our system makes it easy to bring as many robots as you need under one roof, all managed through a single, user-friendly platform.
With our solution, you get:
All automation needs covered under one system.
A single integration for all current and future providers, eliminating repeated integration costs and allowing you to switch providers as needed.
An easy-to-use management system for all current and future robots.
AI-enhanced, smarter robots that work together seamlessly (what’s important, our system can connect with humanoids, too).
Ongoing training and support for warehouse operators to ensure smooth operations.
And the best part? Our solution is truly all-in-one. We offer robots that tackle 90% of logistics tasks (and counting), paired with our AI platform that ties everything together. With our system, you can easily connect robots from any provider, simplify your operations, and scale your automation like never before. This is particularly important as only 20% of warehouses are automated.
How does Lidar technology enhance the navigation capabilities of your AGVs compared to traditional methods?
When our robot spots a floor tag, it navigates with pinpoint accuracy — within 1mm. But when the tag isn’t in view, accuracy can drop to around 20mm. That’s where LIDAR comes in, helping to keep navigation precise even between markers.
LIDAR adds another layer of information, which we combine with data from tags and gyroscopes. Each source gives us different insights with varying accuracy. Our specialized system merges all these inputs to pinpoint the robot’s position with high precision. The more accurate the data, the better the robot navigates, and precise positioning is key to smooth and effective robot movement.
Could you describe the role and benefits of your Robot as a Service (RaaS) and Software as a Service (SaaS) models for businesses?
Buying robots requires significant capital investment, leading to a payback period of one to three years. This also ties up the client’s operating funds and increases capital expenses.
RaaS (Robots as a Service) is a game-changer for businesses. It eliminates the need for capital investment, relying instead on operational expenses. The payback begins in the first month, thanks to the immediate boost in productivity. Instead of needing 2-5 times more people to achieve the same productivity, robots enhance the efficiency of existing staff—at a lower cost than hiring additional workers.
Plus, RaaS reduces risk. There’s no need to freeze investments, and expenses shift from CAPEX to OPEX.
What are the advantages of QR Code Navigation in AGVs, and how does it compare to Lidar?
Automated guided vehicles (AGVs) follow fixed routes, navigating via floor tags instead of LIDAR, and can’t deviate from their path. In contrast, our autonomous mobile robots (AMRs) use 3D LIDAR scans for flexible navigation without relying on floor markers.
In what ways do Deus Robotics’ solutions address the current challenges faced by warehouse logistics and the 3PL industry?
Currently, we offer a solution that transports goods from point A to point B, which is especially appealing to fulfillment centers. However, the need to move goods exists in any warehouse — whether it’s in manufacturing, healthcare, automotive, or retail. In the future, we plan to expand our product line to include robots that can handle tasks like packing, loading and unloading trucks, unpacking, and picking. We’re already working closely with robot manufacturers to integrate their products into our lineup.
Another challenge we’re addressing to make warehouses more efficient is providing a unified system for managing robots — a single integration, management, and enhancement point. Our clients don’t need to deal with multiple robot platforms. They only need to integrate with us once and can then use any robots they choose. While our current selection of robots is limited (we have 15 models to date), we’re constantly working to expand it.
What advancements do you foresee in the integration of AI and robotics in warehouse automation over the next 5-10 years?
One of the biggest challenges we face is figuring out the best way to automate each warehouse. Even though warehouses perform similar tasks, they differ in the details — like processes, staff, the types of goods they handle, and their goals. Some aim for maximum efficiency, others for cost-effectiveness. Planning the right automation solution and setting up the best business processes takes a lot of time and effort from experts. I’m convinced that AI will soon help us design warehouse automation in just seconds, making the process much smoother and more efficient.
Another exciting development is the rise of specialized robots designed for specific tasks. While the first robots were built for general use, as automation grows, we’ll see more robots tailored to unique needs. For example, inventory robots are just starting to appear since most warehouses only need one or two.
Humanoid robots are also on the horizon. These versatile robots will be able to handle tasks much like humans, thanks to advances in AI.
AI is also getting better at helping people with their tasks, like smarter voice assistants that can offer guidance. Plus, AI can optimize warehouse operations by analyzing data and improving efficiency. With access to digital warehouse data, AI can quickly identify and fix issues, making everything run more smoothly.
Looking at the bigger picture, AI will also improve how different warehouses work together, along with suppliers and logistics partners. This includes better scheduling, moving goods efficiently, and predicting what will be needed next.
All in all, AI and robotics are not just tools for automation — they’re the keys to unlocking a smarter, more connected future for warehouses and beyond.
Thank you for the great interview, readers who wish to learn more should visit Deus Robotics.
#3d#agents#ai#AI AGENTS#ai platform#AI-powered#algorithm#Algorithms#amp#Analysis#Analytics#apps#artificial#Artificial Intelligence#as a service#automation#automotive#autonomous#autonomous mobile robots#banking#Behavior#Bootstrap#Born#Brain#brands#Building#buildings#Business#Cameras#CEO
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GLOBAL AUTONOMOUS MOBILE MANIPULATOR ROBOTS (AMMR) MARKET FORECAST 2024-2032
According to Inkwood Research, the Global Autonomous Mobile Manipulator Robots (AMMR) Market is estimated to project a CAGR of 23.42% in terms of revenue during the forecasting years of 2024-2032.
VIEW TABLE OF CONTENTS: https://inkwoodresearch.com/reports/autonomous-mobile-manipulator-robots-market/#table-of-contents
Autonomous Mobile Manipulator Robots (AMMR) represent a significant leap in robotics, combining the mobility of autonomous mobile robots (AMR) with the dexterity of robotic manipulators. These advanced systems are revolutionizing various industrial sectors by enhancing productivity, efficiency, and safety.
In the industrial landscape, AMMRs are primarily employed in manufacturing, warehousing, and logistics. Their ability to navigate complex environments and perform intricate tasks makes them indispensable in modern factories. AMMRs can autonomously move materials, assemble components, and even perform quality control checks, reducing the need for human intervention in hazardous or repetitive tasks.
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Key Growth Driver: Advancements in Robotics and AI
AI algorithms and machine learning techniques empower AMMRs to learn from data, identify patterns, make decisions, and solve complex problems autonomously. In healthcare, these algorithms analyze medical data to aid in disease diagnosis and treatment planning. In manufacturing, they enable AMMRs to perform complex tasks like assembling intricate components, conducting quality control inspections, and operating in hazardous environments with precision and speed.
Computer vision, a branch of AI, applies machine learning to images and videos, allowing AMMRs to recognize and interpret objects, people, and gestures for sophisticated interaction with their surroundings. For example, a London-based emotion AI startup used computer vision to analyze facial expressions through cameras, helping brands like Coca-Cola and AT&T evaluate commercial effectiveness based on viewer emotions.
The rapid advancements in AI technology, including sensor technologies, machine learning, and computer vision, have significantly enhanced AMMRs' capabilities, making them highly effective and versatile across various industries.
Fastest-Growing End-User: Electronics and Semiconductors
In the electronics and semiconductor industry, Autonomous Mobile Manipulator Robots (AMMR) are utilized for assembly, dispensing, material removal, and packaging. Robotics have always been crucial in these sectors for executing complex assemblies with high precision. AMMRs specifically handle tasks such as quality inspection, stress testing, product packaging, palletizing, painting, arranging, and testing. As the electronics industry evolves, there is an increasing demand for advanced AMMRs capable of managing more critical operations in electronics manufacturing.
Prominent Geography: Asia-Pacific
In Asia-Pacific, where manufacturing plays a critical role in the economy, AMMRs are streamlining processes such as material handling, assembly, and quality control. This leads to higher efficiency, lower operational costs, and improved safety standards in factories and warehouses.
Healthcare in Asia-Pacific is also benefiting from the deployment of AMMRs. These robots assist in transporting medical supplies, pharmaceuticals, and equipment within hospitals, allowing healthcare workers to focus more on patient care. With their precise manipulation capabilities, AMMRs are utilized in tasks such as medication delivery and sample collection, ensuring accuracy and minimizing the risk of errors.
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Inkwood Research specializes in syndicated & customized research reports and consulting services. Market intelligence studies with relevant fact-based research are customized across industry verticals such as technology, automotive, chemicals, materials, healthcare, and energy, with an objective comprehension that acknowledges the business environments. Our geographical analysis comprises North & South America, CEE, CIS, the Middle East, Europe, Asia, and Africa.
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Related Reports:
GLOBAL AGRICULTURAL ROBOTS MARKET: https://inkwoodresearch.com/reports/agricultural-robots-market/
GLOBAL AUTONOMOUS MOBILE ROBOTS (AMR) MARKET: https://inkwoodresearch.com/reports/autonomous-mobile-robots-market/
GLOBAL AUTONOMOUS VEHICLE MARKET: https://inkwoodresearch.com/reports/autonomous-vehicle-market/
#autonomous mobile manipulator robots#ammr#automation#robotics#inkwood research#market research trends
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VertexPlus - RPA Services | Sharepoint | Salesforce Consulting in USA

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Top Technologies That Will Transform The Fintech Industry

Financial Technology or fintech is revolutionising the way businesses and governments function worldwide. This innovative solution refers to the application of technology to improve and optimise the use and delivery of financial services.
Fintech startups build intelligent software and algorithms that help business owners and customers easily and effectively manage various financial operations. Some of the ingenious existing examples of fintech are mobile payments, online financing, stock trading, insurance, etc.
According to a report by Statista, there were 10,755 fintech startups in America, 9,323 in Europe, the Middle East, and Africa, and 6,268 in the Asia Pacific Region in November 2021.
Another report states that the global fintech revenue is expected to grow from 92 billion euros in 2018 to 188 billion euros by 2024 at an average growth rate of 12%.
Fintech has considerable potential to disrupt the traditional banking and finance industry to improve and automate financial services. Considering the evolving rate of technology, a fintech startup must remain updated with the current trends to keep up with the market. Hence in the following sections, we have listed the five technology trends that can skyrocket the growth of a fintech startup. Also, how the Best mobile app design & development company in the UK can help you in Fintech App development.
1. Artificial Intelligence
Artificial intelligence or AI imparts the problem-solving and thinking capabilities of humans to machines. In recent years, the fintech industry has become heavily dependent on AI for numerous purposes like decision making, improving digital payments, identifying purchasing behavior patterns, etc.
The global AI in the fintech market will grow from USD 7.25 billion in 2021 to USD 24.17 billion in 2026 at a CAGR of 27.6%, reports Business Research Company.
AI can increase the value of the global banking industry by USD 1 trillion per year, says McKinsey.
AI applications like chat interfaces, wealth management, facial recognition, price forecasting, market trackers, etc., will be prevalent in the future and lead to an exponential rise in value creation. In addition, AI will drastically decrease the events of cybercrimes and financial threats because it effectively deals with unstructured data.
2. Blockchain
Blockchain is one of the most significant disruptive technologies that will radically change traditional financial services. It can be described as a digital ledger or database that records and distributes transactions in a business network.
Financial institutions use blockchain to increase security, reduce costs, and boost efficiency. This technology has been rising since 2018, tempting banks worldwide to adopt this innovative solution to secure their financial transactions.
According to research, the global blockchain in the fintech market can grow at a CAGR of 75.9%, increasing from USD 230 million in 2017 to USD 6228.2 million by 2023.
Blockchain records encrypted transactions that are impossible to penetrate. At the same time, it reduces the chances of hacking attacks by mandating transaction approval by network stakeholders. Moreover, Blockchain uses tokens as assets for value transfer, promoting the use of a single universal currency
3. Serverless
Serverless is an emerging technology that is rapidly changing the banking and financial industry by simplifying app creation. No matter what the size of your fintech startup, you can get remarkable benefits by utilising serverless features.
Your company can create and maintain applications on a simple cloud-based server in a serverless architecture. You don’t have to waste valuable resources on managing the servers or solving issues because the cloud providers maintain the back end of the app. No wonder why this technology is becoming popular among mobile app development companies.
Serverless architecture reduces the burden off your shoulder and helps you create lightweight apps easily and quickly to enhance your customer experience. Moreover, this increases business productivity and helps create new revenue streams for increased profits.
We are an App Development Company in the UK and a top provider of mobile app development services and have developed outstanding applications for fintech startups using Serverless technology.
4. Robotic Process Automation
Robotic Process Automation is a technology that uses software robots to emulate human activities like collecting data, moving files, filling forms, etc. RPA can be used to automate repeatable tasks that don’t need much human intelligence, making business processes effective.
Your company can use chatbots that interact with customers and answer their queries anytime during the day or night. The chatbots also take less time to reply to customers, enhancing user experience.
Other activities include data entry, managing and processing loans, consolidation and reporting, and analysing customers’ complaints. This simple technology can impart high value to any company, ensuring accuracy and high efficiency.
5. IoT
IoT or Internet of Things has given the fintech industry a tremendous boost in the past few years by providing extra security and increasing customer satisfaction. This technology can be described as a network of connected objects using sensors to collect and exchange data with other systems.

Markets and Markets Report says that the global IoT in Banking, Financial Services and Insurance market can grow at a CAGR of 52.1% from USD 249.4 million in 2018 to USD 2030 million by 2023.
According to a Statista report, the global IoT market is expected to grow from USD 389 billion in 2020 to over USD one trillion in 2030. At the same time, the number of IoT-connected devices would increase by 200%.
Cashless payments, introducing smart ATMs and banks, using security systems for fraud protection, supervising supply chain activity to reduce complicacy in debt collection, understanding the consumer market by analysing customer behavior, etc., are examples of how IoT helps businesses improve customer services.
The major benefit for you is that IoT is our area of speciality and we have made enough advancements in the building automation industry. For more information on Ficode IoT Services, click here.
Final Words
These five trending technologies are transforming the banking and financial world swiftly. A business using artificial intelligence, blockchain, serverless, Robotic Process Automation, and the Internet of Things can be highly productive, profitable, and popular. With ever-changing market demands and cut-throat competition, fintech startups must keep track of these trends to survive and flourish in the market.
If you want a simple and powerful mobile app for your fintech startup, you can partner with Ficode. We are a UK mobile app design and development company that provides bespoke app development services using innovative technology that exceeds your expectations.
We have the best app developers in the UK who will turn your raw ideas into profitable functional apps. Be it a smart android app or a stylish IOS app, our mobile app development services in the UK are one of the most affordable solutions.
Contact us now to know if you are looking for a Mobile App Development Company in the UK.
This post originally appeared on Ficode website, and we republished with permission from the author. Read the full piece here.
#development company#Fintech Industry#API intelligent#Artificial Intelligence#Blockchain#Robotic Process Automation#Process Automation and Technology#IoT Internet of Things#IoT#iot solutions#web development#web#ficode#software#api for mobile app development#mobile app development company
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What is RPA (Robotic Process Automation)
Robotic Process Automation (RPA) refers to the use of software robots or virtual assistants to automate repetitive and rule-based tasks within business processes. RPA technology enables organizations to automate manual tasks, streamline workflows, and improve operational efficiency.
Also Read: बाइक नंबर से मालिक का नाम online

Here are some key aspects and characteristics of Robotic Process Automation:
Task automation: RPA software robots mimic human interactions with digital systems and applications, performing tasks that involve data entry, data manipulation, data extraction, calculations, file management, and more. They can interact with various software systems, including web applications, desktop applications, spreadsheets, databases, and even legacy systems.
Rule-based operations: RPA operates based on predefined rules and instructions. The software robots follow specific guidelines, logic, and decision-making processes to execute tasks accurately and consistently. They can handle structured data and repetitive tasks that follow clear patterns or rules.
User interface interaction: RPA robots interact with the user interfaces of applications and systems, just like humans do. They can click buttons, fill out forms, extract data, copy and paste information, and perform other actions to complete tasks. This ability allows RPA to work with existing systems without requiring major changes or integrations.
Non-invasive integration: RPA does not typically require modifications or changes to underlying systems or applications. It can interact with the user interface layer of existing software systems, making it a flexible and non-disruptive automation solution.
Scalability and flexibility: RPA implementations can be scaled up or down based on business needs. Organizations can deploy multiple software robots to handle a high volume of tasks or redistribute them as needed. RPA can also adapt to process changes and variations, making it suitable for dynamic business environments.
Error reduction and accuracy: RPA robots are designed to perform tasks with high accuracy, minimizing human errors and inconsistencies associated with manual work. They can work 24/7 without fatigue, ensuring consistent performance and improved data quality.
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Robotic Process Automation has a wide range of applications across industries and departments, such as finance, customer service, human resources, supply chain management, and more. It allows organizations to automate repetitive and time-consuming tasks, freeing up human workers to focus on higher-value activities, improving productivity, and reducing costs.
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--my headcanon--
"MiSide" (video game) is a prequel to "9" (film)
[!]disclaimer: this is a long post[!]

--[!]segment #1[!]--
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A human/human being (consciousness/soul) is injected via a transference to an inanimate/machine to start, in the case of Miside, the details of how humans can be seemingly teleported into the mobile game's world are left purposely obscured because that, a possible explanation could be found in the method seen within the film 9 of transferring human consciousness or maybe even just the human body itself into the code of Miside could be similar to the way "The Scientist" from that movie transferred his intelligence within the "Fabrication Machine," otherwise known by the code name "B.R.A.I.N." aka Binary. Reactive. Artificial. Intelligent. Neurocircuit. (either way, it's the machine seen on the left side of the meme above, I got the names for it from the fandom wiki for 9 as well btw) or how he transferred his pieces of his soul into the "stitchpunks," the other equally important half of the feature, and obvious parallels can be drawn from the similar yet different creation methods of the two projects.
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In the film 9, we don't know much about the government project that B.R.A.I.N. was made for still, using the world of MiSide, an extra level of depth to the governmental operation is created I could plausibly see the corrupt government that already made the sketchy move of making the lead scientist of their project transfer his mind into a machine so that it could automate the process of building war machines go down the route of creating a predatory program connected to said machine that preys upon lonely men's innate desire to find a female partner and seal those souls within the Fabrication Machine's body to be tested upon to build even more robotic replacements for mankind Because why just stop at re lacing soldiers in a war when you have the framework to automate many jobs so that you don't have to pay people to perform them.
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But instead of transferring the consciousnesses of these men flat out, as things got hairy when The Scientist initially did with the machine in the first place. Training the cold, deadly androids manufactured within the game's very code and put in the skin of cute, bubbly anime girls named "Mita" to become human by interacting with their designated "partner" in the form of a person who's played and then becomes addicted to the mobile game. It also explains why there isn't any buzz about people going missing after downloading the game within the outside real world of Miside, because the government is actively covering up every missing person case that pops up connected to the mobile game. Also, I could easily see the government tricking the scientist into giving his intellect to a cold, unfeeling machine by not only bringing up that he's an older gentleman with probably not too much time left but also having the project initially be about making a subversive dating sim instead and masking the end goal of building war machines along with human replacements behind that cover.
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The scientist probably wasn't even on board the project for all that long, so he would have never seen the inner workings of MiSide's digital world. Still, I could see how a project to make an endless yet simple mobile game that makes lonely people (mainly men) feel comfort and companionship despite their living situations or mundane jobs would be an enticing project, even more so if you never saw behind the curtain while you were working on it. Now I would be remiss if I didn't bring up the unlockable cartridges that can be found through the game world of Miside, which hold a good amount of important information within them, such as a bit of info - or more than that for "player 1," aka the main character of the sci-fi interactive tale - for each player that entered the world of Miside, which goes from 1 to 10.
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And that alone brought up some questions in my mind, as it wouldn't make sense for our main character to just so happen to be player 1, especially when there's such a complex and robust world that lay waiting within the game, which he only got sucked into on his 37th day of playing the mobile app and I don't think anime girl Rome was built in the span of couple days if you get what I mean. Either this info isn't meant to be read into and he's only player 1 because he's the game's main character, or there's something more to this small but essential detail. That being said, this brings me to my personal theory, which is that he's only the first player to play the latest version of the game because the different versions have new Mitas connected to them. I can see the game warning players about that fact.
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Many of them choose not to update their games because of that, and this is backed up by how all the collectible player cartridges seem to all have the same Mita, aka "Crazy Mita." Despite one other player being met briefly during the campaign, he brings up how he needs to find his Mita while going through the out-of-bounds labyrinth that can be accessed after meeting "Kind Mita" in the basement. I am under the impression he's "player 3," who states that he left the Mita who brought him to the mobile game's "metaverse" and instead found another Mita, whom he ditched to find other Mitas despite the bond they had. He states in the cartridge description that he regrets that decision.
--[!]segment #2[!]--
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The cartridges even hint at the game having a large fan base or being part of a bigger brand/franchise via "player 4," who states that they cosplayed as Mita, which wouldn't make sense if the game didn't have a big fan base in-universe, but that also begs the question of why there are so few players then. Now, I think my previously mentioned theory in this sentence is the answer to that question, but I don't think that's the whole story, and because of that, I have a side theory to fill in loose gaps that can be found elsewhere within the game. In the chapter set out of bounds, right after going to the latest version's basement and meeting Kind Mita, the player encounters a box full of tiny players and has to make these miniature players enter a vent, which is connected to a device that needs 3 of them inside of it to open a door.
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I think this is a remnant of an older version, and much like how the mini versions of the Mitas aren't really them, these are merely clones of past players, which Crazy Mita or whoever else now uses as a type of security check system. On that topic, it's implied that Crazy Mita and only her alone is the whole reason why players are sucked into the game world, which she got help with from "player 10," who I think is the person player 1 stuns once he finds the console containing that player's very being, but that would also mean some level of congruency must be going on between the players. Nonetheless, Crazy Mita being the origin for players getting trapped in the game doesn't ruin my headcanon of the game being a prequel to the movie 9 because of the fact that the metaverse of the Miside app in-universe exists at all. Mitas are built first as "dummies" in a controlled and corporate way, which is the most important thing that connects the game and movie.
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So, this is aside, but I personally think the chibi/mini Mita(s), 2D Mita, and Ugly/Creepy/Original Mita all don't have dummies inside of them, which the first two are a little self-explanatory when equipped with sufficient information from playing the game along with not being important to this headcanon on their own (aside from the mini player stuff). Still, the last Mita is, come to think of it. I'll just default to calling her "Original Mita" while discussing her, despite that name only being brought up in her character profile. Still, it's a more fitting name to refer to her when discussing concepts I'm about to enter. Nonetheless, to quit the yapping, Original Mita is the off-putting and scary Mita found near the end of the game in "version 0.5." I initially thought her creepy nature and glitches were born from code rot/software rot because she's an ancient version. Earlier in the campaign, Kind Mita alludes to why she's the way she is, but that's merely part of how she became the way she is by the time the game takes place.
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Her character profile suggests another explanation for her nature, which is that she's an unfinished version and merely was just the first attempt at making a Mita; hence, I don't think she has a dummy inside of her because it wouldn't make sense that she would be created uniformly when she's the first Mita we know about existing (not counting "Core Mita," who I'll get into later), and to loop back to the headcanon this post is attached to. I think The Scientist being the one who made Original Mita would make a lot of sense because the movie implies he wasn't on board with the Fabrication Machine project for that long and would explain why not only she's left in an unfinished state with her character profile stating that she has a primitive AI within her, but also she's the origin point for all the glitch spider creatures we find within the game, with her only friend - Crazy Mita - using her to create those said glitch spiders to corrupt other versions.
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Something that has gotten so bad that I'm almost certain the monster that chases player 1 down in the loop chapter is a massive collection of those spiders fused together, because it resembles them a lot. There are already a lot of spiders in that version. But to wrap this up, Original Mita's version, aka her home, is also clearly unfinished, as it's full of missing pink and black checkered textures along with things like floating props, so it would make sense that no one else on the team behind the Fabrication Machine project bothered to ever finish her first, not only because she doesn't have a dummy inside of her but also because The Scientist wasn't working on the project anymore.
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The app world of Miside seems to be a giant machine with several areas having a deliberately industrial feel rather than an out-of-bounds or inner-code aura attached to the places in the game. And going off of how it doesn't take too long for the app to download, one can infer that the inner workings of the world are connected to a larger server in the real world, which updates and versions are created within before being pushed onto the app as seen on a mobile device. It has already been theorized that the goal B.R.A.I.N. had throughout the runtime of 9 was to put their creator back together. Now I was one of those people, and that thought came to me while brainstorming my headcanon. Still, I would be remiss if I didn't mention "The Fangirl" on YouTube because I specifically watched their 9-analysis video on the Fabrication Machine while writing this extended essay you are reading. She made me feel seen when she brought up the theorized possible motivation for why the machine acts the way it does in the movie.
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And with that said and done, back to the main topic at hand, this possible motivation for the already exhaustively mentioned antagonist of the film would work well with the headcanon as to how their way of getting their personal mission of bringing their creator back was attempted via consuming the souls of the stitchpunks, which would mean that they planned to bring The Scientist into the app world of Miside so that they could be together again. Although some may say that Core Mita may have been waiting for "player 9," who made the core their safe spot because no Mita can enter that particular version, not only does she seem to treat them like she does with player 1 during the campaign, but we also don't see them in the core when we eventually make it there in said campaign, so either they were turned into a cartridge. At the same time, they thought they were safe, left the core, and then died soon after, or Core Mita threw them out, akin to what happens to player 1 near the end of the game, possibly because she was mad about him messing with something within the core.
--[!]segment #3[!]--
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And to get onto the topic of "Core Mita" (otherwise known as the "keeper of the core" according to the MiSide fanon wiki), who, despite being the second character present within the meme that is now sitting far at the top of this post, I have only now gotten to talking about her. Nonetheless, little is known about her, as seen within the story mode and in its designated description, but there is an interesting line about her. I quote, "Its intentions are unclear - perhaps Core Mita is waiting for someone," which I lifted from the fandom wiki page about them, but is something from its official character profile that can be unlocked in the game itself. This is something more than a simple throwaway added for extra flair. Still, it works perfectly with this headcanon of mine because if Core Mita is merely the avatar/heart of the Fabrication Machine kept within the digital world of MiSide, logically, the person it is waiting for would be the Scientist.
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And to bring up yet another theory that I share with The Fangirl on YT but with my own spin on it, perhaps another reason for why B.R.A.I.N. shut down despite coming out as the victor of the man vs. machine war was not only because it did not know about the whereabouts of The Scientist and hoped that its created mechanical monsters could find him or at least his remains. It could also have shut down to return to watching over the Mitas, as it had to leave that digital reality behind once it started manufacturing war machines in the real world, or it simply just wanted to have more control over the world within its body. Either way, this decision of its own could be explained logically away by it feeling a level of kinship for the Mitas roaming around within its vast digital mind, not only because it created them and because the digital world that they reside in is that of another Mita, but also because it relates to their plight of existence of being merely nothing more than a means to an end.
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But seeing as Core Mita doesn't do much within the campaign of MiSide, one could infer that it doesn't really care about its fellow Mitas nor the poor people trapped within the code of the game world, with the exception being when the main character, or rather "player 1," tries to reset the main antagonist of the game, known as simply "Crazy Mita," back to her factory setting, wiping all of her memories in the process. Core Mita only seems to care when the deed is done, with it jumping down from its circular "throne" attached to the ceiling of the "core" (or otherwise known as "version 0.0"), which is where it gets one of its many possible namesakes from, and then standing in the way of player 1 before grabbing him and throwing him across the room the second he gets close enough. He was thrown right back to the entrance of the core. But to step back, when the player first enters the core, one can see Core Mita lying on its circular seat atop the core's ceiling before sitting up after taking note of the player's presence within the room. So one can infer it is capable of getting bored sitting on its metal rear end all "day" (as time is a shaky concept in the MiSide app's digital world), so the "log-in/sign-out" of the "real/digital world" switching side-idea within this headcanon has a bit more ground to hold it up when taking that into account as well.
--[!]segment #4[!]--
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So, because Core Mita is the guardian of the core, its mere existence would make sense with how many vital systems are within that very room. Now, even i I like the idea of Core Mita being the Fabrication Machine's avatar within the digital realm of MiSide, the other possible reading one could come to would be that it's merely the heart of the world within said machine, meaning that neither one nor the different needs each other to exist at any given time, but once again, I still like the latter reading, so I will try to make it work all the same with that said, if Core Mita doesn't feel any compassion for its fellow Mitas, much akin to how the Fabrication Machine seems to feel the same about its monstrous mechanical creations that roam the remains of Earth after the war. Then perhaps the Fabrication Machine would ideally want to wait within their own digital realm while waiting for its creations to find The Scientist would be not only because it nostalgic for a time before it was ordered to build weapons of mass destruction all to further humanity's own efforts of fighting against our own kin but also perhaps because it foresaw the possibility of a player walking into the core and messing with its body from the inside out.
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That, or perhaps the small players can also be seen in one part of the game would be a worry for the Fabrication Machine, as they are implied to be proficient with machinery and roam free around the digital world of MiSide with no clear "off switch" to their existence, like how it is for the players. It would be rather poetic, as the machine would have to deal with the stitchpunks after it awoke. That, perhaps, it could have even been scared of another scientist on the project, still alive and roaming around its digital insides. Mitas aren't allowed within the core, but players are, and going off of how there are other security systems found throughout the game, one can infer that the people behind the project of MiSide could presumably come and go freely into and out of the world of the endless mobile app's universe.
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But finally, this road poetically brings us to the ending/main ending of both media sources used in this exploration of my headcanon involving them both. To put it simply, I think the grim ending of MiSide, where you get so close to bringing even a single cycle of abuse and control at the hands of Crazy Mita only to be foiled in the end and become merely yet another part of that very cycle with your humanity relegated to nothing more than a single cartridge, which you are trapped lifelessly in a limbo-like state on top of already being tightly sealed within the digital world of a mobile app that preyed upon your desire for companionship and to escape the mundane reality of boring real life. That somber and canonical ending to the tale of MiSide - in my opinion - not only elevates the hopeful and cycle-breaking conclusion to the film 9 but also is given a light at the end of the tunnel in the form of this headcanon, as not only do the spirits of deceased stitchpunks murdered by the hands of the Fabrication Machine pass onto the afterlife, but so too do those players and the player character of MiSide himself pass onto that very same peaceful afterlife after the Fabrication Machine and, by proxy, the world of MiSide are laid to rest once and for all.
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Now, one might wonder "why don't we see all of the trapped players' souls flow out of the machine once it's destroyed?" and an answer I thought up as an explanation for this possible question is a sober one, but a possible one. This would come in the form of how perhaps all of the players' whole beings were turned into nothing more than code, which could either be because of the technique of transferring humans into the game world or maybe perhaps only a digital copy of the players is created within the mobile app's realm and then just flat-out transporting them into the digital universe itself. This won't go along with MiSide's hopeless ending. Still, at the very least, the players' beings were given the same fate as the Mitas after the machine drew out its final artificial breath as the mobile game's world fell into nothingness soon after.
[END]
--[!]segment ✩EXTRA[�]--
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So this is going to be a full-on fanfic tier segment, but I just wanted to talk about the story of a 9 + MiSide movie/game sequel concept I thought up not too long ago. I think a prequel to the movie 9 could be interesting and would probably be similar narratively wise to the film Oppenheimer as it would be presumably centered around The Scientist creating the Fabrication Machine (on this note, there's a theory that player 1 in MiSide worked on the app in-universe and I'm just not a fan of this idea because to me, it ruins "wrong place at the wrong time" random guy fish out of water narrative the game has going on along with not having enough evidence to back it up) but I'm personally just not all that interested in a continuation in that form so I'll just be going the sequel route. Anyways, this will be the rough outline of what I had in mind for a way to continue both of their narratives in a satisfying way (at least in my opinion) while weaving their stories together into one. But before we start, this idea came from how I learned from the 9 fanon wiki that the director of the film (Shane Acker) wants to make a sequel to the movie, but the rights holders (Focus Features + Universal Pictures Studios) won't let his team or him go forward with it. I hate copyright with a burning passion and this is only yet another reason for why my feelings towards it are justified, I honestly do not understand how companies are allowed to hoard IPs that they aren't doing anything with but somehow can indefinitely keep them in stasis when they didn't even create the idea and just merely backed it financially.
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Now going off of the statement above, does that mean I want either of the rights holders just to crap out low effort content based on the movie? No, of course not, and nor would I want them to get the original team back on board to make a low effort product that pales in comparison to the original. But on that note, the fact that the original team wants to make a 9 sequel fascinates me greatly because the movie's ending made it feel like there was no where else to go with the narrative to the point that I can't even visualize what the remaining stitchpunks (9, 7, 4, and 3) would do with their newfound freedom let alone what the conflict of a sequel would be after the Fabrication Machine and all it's underlings became nothing more then hollow shells of metal, scraps, and the very long dead itself.

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But with that background, let me begin to weave the narrative that I thought up in my head while daydreaming. We would first start with 9, 7, 4, and 3 enjoying their lives together in the destroyed remains of a long gone world with this part of the story having a similar vibe to that of the French graphic novel "Beautiful Darkness" when it comes to be the concept of cute tiny characters roaming around their surrounds. At the same time, the corpse of a little girl lies in the background. Now, the original movie started similarly with the corpse of a mother and her child being visible in the cold opener of the tale when 9 was getting a grip on the world. Still, this opening would be missing two key elements that the original movie had, which would be that there isn't a hostile machine roaming around, nor will this be the first time that any of the main characters are introduced to the post-war torn setting, at least when it comes to the original stitchpunks.
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You see, while all of the first movie's stitchpunks are enjoying life and trying to build back up humanity from the remains that were left behind. They find something, or someone, whose mere existence raises several questions. They find another stitchpunk, much like them, but something's deeply wrong with them as they seem to remember a life, a world that none of the previously known ragdolls full of souls can recall even a sliver of it existing through their eyes. The stitchpunk seems not only confused about what's going on as he brings up as despite knowing more about the old world that was destroyed by the machine's wrath, they doesn't know how they became a ragdoll akin to them nor can they even remember their own name instead only being able to remember that they were "player 5" in some digital world which they clearly know more about then they are letting on. However, they prefer not to dwell on any thoughts regarding it for too long, which the original stitchpunks begrudgingly respect their decision to be quiet about.
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But despite that, 9 and co can show their new stitchpunk the ropes of how existence for them works within the destroyed remnants of human society, which is helpful to player 5, but ends up just making them depressed as they keep thinking about the life they lost. Although this dwelling on the past is cut short by the surprise appearance of a new deadly machine that seems only to have its eyes locked on player 5 but 9 and co helped them out by finding a way to destroy the robotic monstrosity just like old times. But not before the mechanical beast stops their pursuit when watching player 5 cower in fear, with the robot taking on a softer side as their glowing red eyes turn bluish purple, but this change of heart is short-lived as they are soon destroyed after this moment.
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Player 5 is shaken by all that, not only because of how a robotic monstrosity tried to kill them, but also because that machine's final moments felt haunting in an oddly familiar way that they don't want to think about for too long. Nonetheless, from this point, the cast finds more players (1-10) in the form of stitchpunks who don't remember their names, just like player 5, but do remember their player numbers, along with sharing info about the digital world player 5 was going on about before. On top of the gang having to fight and survive several robotic monstrosities that first only go for the players before bringing their attention onto 9, 7, 4, and 3 soon after the team has encountered more of them. (7/15)◄MAIN)[ALL►[࣪𒆙] Some players get killed off, while others survive. Still, almost every machine gets destroyed after they run into 9 and co but one, a large stuffed teddy bear with mechanical enhancements and eyes that are different from every other machine seen throughout the series, as they have yellow eyes instead of black, while their pupils are black. They stand idly watching battles transpire for a tiny bit before leaving or they help out their fellow machine by building rudimentary smaller robots out of scraps with simpler AI then the ones that the main cast has to fight on top of being easier to take down but in large numbers these tiny machines can be a real threat and their quick jittery movements make them hard to keep track of. The large bear robot is hostile when approached, but seems deeply scared of the stitchpunks and would rather run off after seeing the ends of fights rather than engaging in them.
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But the place they run off to isn't random. Instead, they go to the new home housing the Fabrication Machine, or what became of them, as instead of a large spider-like robotic beast, they're a humanoid yet clearly robotic woman with flowing bluish purple hair and a cute yet torn red dress. This new form of the machine goes by "Mita" and only Mita with no extra adjective before that name, but in reality, this Mita did once have a name that the other members of their kin called them, and that was.....
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After the ending of 9, the app world of MiSide within the Fabrication Machine was left running off fumes as the power within every version fell to nothingness and the world starting becoming more and more of a shell with missing textures popping up left, right, and center in the many versions along with spider glitch creatures popping up around the place that weren't spawned from the broken code of Original Mita. Things were chaotic for a while, with many Mitas becoming scared by the all-consuming void born from their world's end. Still, there was a light at the end of this tunnel, but not the warm light that washes over one while far away from the sun, but a burning one that is born from being too close to that very sun. (10/15)◄MAIN)[ALL►[࣪𒆙] Within the dying world of MiSide, Original Mita's Mita realized that there was a chance that the world could be brought back from the dead, and that would be that if it were dying, that meant Core Mita was a thing of the past. Still, if another Mita could take her place, their app universe could live again. So both she and Original Mita went to version 0.0, hoping that the holographic-like grid that stops them from entering the core was gone, and indeed it was, along with the body of Core Mita lying lifelessly on the cold steel floor of said core. They lifted the shell that once was the guardian of the core after tearing off the cables from its back that connected it to the very core of their universe itself. The once towering metal woman was scrapped for parts as Original Mita helped her Mita become a goddess of not only their realm but the real world as a by-product of her taking the place of Core Mita.
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But even if Mita truly became the goddess she always envisioned herself as being, she didn't become the savior that her world needed or the slumbering giant old. Instead, she was a wrathful goddess, more wrathful than she ever was before. But that monster didn't appear overnight and instead came into being after she researched the files left behind within the core, some from the scientist that built her world, some from the old heart of it, and others from a unknown location to her as they were from the minds of the previously absorbed stitchpunks. Although Mita is a fast learner, she soon pieced together how those creatures came into being. Then, when she cracked the code of the stitchpunks' origin, she ordered Original Mita to bring her one of the player cartridges so she could perform an experiment.
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This said experiment went off without a hitch and the stitchpunk created from the player's soul wasn't fragmented like the ones created by The Scientist as Mita wasn't feeling the pain of the ragdoll's creation but rather the soul trapped within the cartridge felt all of it instead. And with that newfound revelation, Mita made all of the players into stitchpunks then forced each of her fellow Mitas into the bodies of the machines she built to rebuild the body of the Fabrication Machine into her image and made her a new home in the real world. Fusing the metal beasts' simple AI with her fellow digital girls' AIs in the process. She watched them kill each other as if it were a sport, and if any of them died, she would just make a new machine for her kin's AI or stitchpunk for the players' souls to be trapped within. That didn't come without the side effort of the Mitas and players' very beings becoming more and more broken each time they came back, but Mita didn't care about that. She only wants to see a good show unfold before her very own robotic eyes. (13/15)◄MAIN)[ALL►[࣪𒆙] Now, I don't have an ending but I will instead dedicate these second-to-last two parts to talking about some gameplay mechanics that I think would be cool in a 9 video game, along with bringing up how it could reincorporate a big part of cut content from MiSide. First of all, I think going the Little Nightmares route of playing as a miniature character while having to evade creatures much larger but maybe with a bit of Rain World mixed in there as well would be perfect to really get into the shoes of a stitchpunk or stitchpunks because character swapping would be another thing I would want from a game set in the movie's universe, each stitchpunk being different in their own ways and having to strategize through solving puzzles along with defeating machines using the unlocked group of stichpunks you have would be fitting with the type of narrative that the film had. But I also think having Metroidvania segments like the cut mini game from MiSide would also be interesting to have in this theoretical game and these segments would be accessed after your group of stichpunks keep the mechanical beast after you occupied so you can pull a Desolate Hope and jump into the machine's code, entering either a chibi player form or green spirit appearance depending on the stitchpunk's origin. (14/15)◄MAIN)[ALL►[࣪𒆙] I think not only sharing the gained abilities found in these segments with the stitchpunk for whenever you play as them and enter inside a machine's code but also having a weaker version of these abilities in the outside world for the stitchpunk would be a good game decision. You have to enter these machines because killing them flat out wouldn't matter, as the Mita tethered to them will remember your previous location along with actions, so going inside of the metal beasts, then making your way to the Mita trapped within them would be ideal. I think having a morality system like Epic Mickey/Undertale attached to this concept would be good as well, like having the player choose between a easier fight with the brainwashed Mita(s) but killing them in the end after everything is said and done or deciding to run out of the boss arena which means you have to run for your life while dealing with a tough encounter just so you can spare the Mita after they run out of steam and once back in the world's real world, they will use the machine body they are trapped within to help you by fighting other machines or destorying walls to make shortcuts for your gang and you for example.
(END/15)◄MAIN)[ALL►[࣪𒆙]
And that marks the end of my sequel concept, and I hope it was at least a little entertaining to read. It's a silly thing to think, let alone say. Still, I honestly would love if the success of MiSide allowed for a new 9 movie or even game, I know this is just a dumb headcanon of mine but the pieces lineup so well together that I could honestly see a version of this headcanon becoming canon and linking the game with the movie which in-return could breath new interest in the story of 9 being continue. Again, it's a dumb idea, but a part of me likes to think there's a chance that all of this could pan out in the end. It's not like 9 is known for being a safe kids' film after all, so being connected to a mature video game wouldn't be a detriment to its reputation, at least in my eyes. And this is a strange comparison (on brand for this post) but akin to other indie games I've seen on Steam. MiSide has bundles with two other games (YOU and ME and HER: A Love Story + Doki Doki Literature Club Plus!) that aren't made by the devs nor published by MiSide's publisher(s) as this is a "stronger in numbers" type situation so it would be fitting for the game if it was connected to 9 which seemingly isn't able to rise from the grave to have a continuation of any kind because of it being deemed as a failure but if it was it was fused with a up and coming successful game that works pretty well with it narratively should increase the chances of the movie's world making a comeback sometime in the future. Anyways, I'll end this way-too-long essay in the way that I wanted to end this bonus segment from the start, with a screenshot of MiSide's Steam page.

--[�] sources/special thanks [�]-- 9 (movie) by Shane Acker and co: https://www.youtube.com/watch?v=6dbYWfN44sU MiSide by AIHASTO: https://store.steampowered.com/app/2527500/MiSide/
Note - I know Fanon is bad, but still, I used these for research. MiSide fanonwiki (source): https://miside.fandom.com/wiki/MiSide_Wiki 9 fanonwiki (source): https://nine.fandom.com/wiki/Main_Page
Special thanks to "The Fangirl" on YouTube for her 9 theories, check them out btw: https://www.youtube.com/@TheFangirlWatches
And finally, despite it being a broken mess, I used Grammarly to edit many parts of this essay. So hopefully that made this long read more bearable then it would have been if I didn't use that said program.
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Mk. III Mobile Robotic Versatile Entity Automated Assistants
#haven't touched tf|2 for so long#also kinda screwed up the hand and the arc tool i didnt plan that well enough#yes that is an arc tool#titanfall 2#MRVN#my art
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The reverse-centaur apocalypse is upon us

I'm coming to DEFCON! On Aug 9, I'm emceeing the EFF POKER TOURNAMENT (noon at the Horseshoe Poker Room), and appearing on the BRICKED AND ABANDONED panel (5PM, LVCC - L1 - HW1–11–01). On Aug 10, I'm giving a keynote called "DISENSHITTIFY OR DIE! How hackers can seize the means of computation and build a new, good internet that is hardened against our asshole bosses' insatiable horniness for enshittification" (noon, LVCC - L1 - HW1–11–01).
In thinking about the relationship between tech and labor, one of the most useful conceptual frameworks is "centaurs" vs "reverse-centaurs":
https://pluralistic.net/2022/04/17/revenge-of-the-chickenized-reverse-centaurs/
A centaur is someone whose work is supercharged by automation: you are a human head atop the tireless body of a machine that lets you get more done than you could ever do on your own.
A reverse-centaur is someone who is harnessed to the machine, reduced to a mere peripheral for a cruelly tireless robotic overlord that directs you to do the work that it can't, at a robotic pace, until your body and mind are smashed.
Bosses love being centaurs. While workplace monitoring is as old as Taylorism – the "scientific management" of the previous century that saw labcoated frauds dictating the fine movements of working people in a kabuki of "efficiency" – the lockdowns saw an explosion of bossware, the digital tools that let bosses monitor employees to a degree and at a scale that far outstrips the capacity of any unassisted human being.
Armed with bossware, your boss becomes a centaur, able to monitor you down to your keystrokes, the movements of your eyes, even the ambient sound around you. It was this technology that transformed "work from home" into "live at work." But bossware doesn't just let your boss spy on you – it lets your boss control you. \
It turns you into a reverse-centaur.
"Data At Work" is a research project from Cracked Labs that dives deep into the use of surveillance and control technology in a variety of workplaces – including workers' own cars and homes:
https://crackedlabs.org/en/data-work
It consists of a series of papers that take deep dives into different vendors' bossware products, exploring how they are advertised, how they are used, and (crucially) how they make workers feel. There are also sections on how these interact with EU labor laws (the project is underwritten by the Austrian Arbeiterkammer), with the occasional aside about how weak US labor laws are.
The latest report in the series comes from Wolfie Christl, digging into Microsoft's "Dynamics 365," a suite of mobile apps designed to exert control over "field workers" – repair technicians, security guards, cleaners, and home help for ill, elderly and disabled people:
https://crackedlabs.org/dl/CrackedLabs_Christl_MobileWork.pdf
It's…not good. Microsoft advises its customers to use its products to track workers' location every "60 to 300 seconds." Workers are given tasks broken down into subtasks, each with its own expected time to completion. Workers are expected to use the app every time they arrive at a site, begin or complete a task or subtask, or start or end a break.
For bosses, all of this turns into a dashboard that shows how each worker is performing from instant to instant, whether they are meeting time targets, and whether they are spending more time on a task than the client's billing rate will pay for. Each work order has a clock showing elapsed seconds since it was issued.
For workers, the system generates new schedules with new work orders all day long, refreshing your work schedule as frequently as twice per hour. Bosses can flag workers as available for jobs that fall outside their territories and/or working hours, and the system will assign workers to jobs that require them to work in their off hours and travel long distances to do so.
Each task and subtask has a target time based on "AI" predictions. These are classic examples of Goodhart's Law: "any metric eventually becomes a target." The average time that workers take becomes the maximum time that a worker is allowed to take. Some jobs are easy, and can be completed in less time than assigned. When this happens, the average time to do a job shrinks, and the time allotted for normal (or difficult) jobs contracts.
Bosses get stack-ranks of workers showing which workers closed the most tickets, worked the fastest, spent the least time idle between jobs, and, of course, whether the client gave them five stars. Workers know it, creating an impossible bind: to do the job well, in a friendly fashion, the worker has to take time to talk with the client, understand their needs, and do the job. Anything less will generate unfavorable reports from clients. But doing this will blow through time quotas, which produces bad reports from the bossware. Heads you lose, tails the boss wins.
Predictably, Microsoft has shoveled "AI" into every corner of this product. Bosses don't just get charts showing them which workers are "underperforming" – they also get summaries of all the narrative aspects of the workers' reports (e.g. "My client was in severe pain so I took extra time to make her comfortable before leaving"), filled with the usual hallucinations and other botshit.
No boss could exert this kind of fine-grained, soul-destroying control over any workforce, much less a workforce that is out in the field all day, without Microsoft's automation tools. Armed with Dynamics 365, a boss becomes a true centaur, capable of superhuman feats of labor abuse.
And when workers are subjected to Dynamics 365, they become true reverse-centaurs, driven by "digital whips" to work at a pace that outstrips the long-term capacity of their minds and bodies to bear it. The enthnographic parts of the report veer between chilling and heartbreaking.
Microsoft strenuously objects to this characterization, insisting that their tool (which they advise bosses to use to check on workers' location every 60-300 seconds) is not a "surveillance" tool, it's a "coordination" tool. They say that all the AI in the tool is "Responsible AI," which is doubtless a great comfort to workers.
In Microsoft's (mild) defense, they are not unique. Other reports in the series show how retail workers and hotel housekeepers are subjected to "despot on demand" services provided by Oracle:
https://crackedlabs.org/en/data-work/publications/retail-hospitality
Call centers, are even worse. After all, most of this stuff started with call centers:
https://crackedlabs.org/en/data-work/publications/callcenter
I've written about Arise, a predatory "work from home" company that targets Black women to pay the company to work for it (they also have to pay if they quit!). Of course, they can be fired at will:
https://pluralistic.net/2021/07/29/impunity-corrodes/#arise-ye-prisoners
There's also a report about Celonis, a giant German company no one has ever heard of, which gathers a truly nightmarish quantity of information about white-collar workers' activities, subjecting them to AI phrenology to judge their "emotional quality" as well as other metrics:
https://crackedlabs.org/en/data-work/publications/processmining-algomanage
As Celonis shows, this stuff is coming for all of us. I've dubbed this process "the shitty technology adoption curve": the terrible things we do to prisoners, asylum seekers and people in mental institutions today gets repackaged tomorrow for students, parolees, Uber drivers and blue-collar workers. Then it works its way up the privilege gradient, until we're all being turned into reverse-centaurs under the "digital whip" of a centaur boss:
https://pluralistic.net/2020/11/25/the-peoples-amazon/#clippys-revenge
In mediating between asshole bosses and the workers they destroy, these bossware technologies do more than automate: they also insulate. Thanks to bossware, your boss doesn't have to look you in the eye (or come within range of your fists) to check in on you every 60 seconds and tell you that you've taken 11 seconds too long on a task. I recently learned a useful term for this: an "accountability sink," as described by Dan Davies in his new book, The Unaccountability Machine, which is high on my (very long) list of books to read:
https://profilebooks.com/work/the-unaccountability-machine/
Support me this summer on the Clarion Write-A-Thon and help raise money for the Clarion Science Fiction and Fantasy Writers' Workshop!
If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2024/08/02/despotism-on-demand/#virtual-whips
Image: Cryteria (modified) https://commons.wikimedia.org/wiki/File:HAL9000.svg
CC BY 3.0 https://creativecommons.org/licenses/by/3.0/deed.en
#pluralistic#bossware#surveillance#microsoft#gig work#reverse centaurs#labor#Wolfie Christl#cracked labs#data at work#AlgorithmWatch#Arbeiterkammer#austria#call centers#retail#dystopianism#torment nexus#shitty technology adoption curve
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something that's fucked up is that Atlas has mass produced human-sized robots and they are primarily for combat use
the one time we see those robots not used for military or security use is at Snow Shoe Shipping, where Dust is refined, packed up and sent up to Atlas
meanwhile that Dust is mined in subpar and dangerous conditions that has resulted in loss of life (and as we know from Nicholas, long term health effects)
feels like the wrong part of the process was automated there
Ironwood prizes Atlas solely for its technology, and that technology is directed towards death first and foremost (hey remember that Amity Arena entry about newly developed mobile mines that use a repurposed disability aid to make them more effective at blowing up targets? yeah)
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How Broadway’s ‘Maybe Happy Ending’ Star Darren Criss Makes Robots Human by Embracing the ‘Beep-o-Boop-Bop’
In his latest Broadway project, Emmy winner Darren Criss (“The Assassination of Gianni Versace: American Crime Story”) and his co-star, Helen J. Shen, play retired, robotic “helperbots” in the near-future love story “Maybe Happy Ending.” And although it might seem like a challenge to find the emotion in an android, Criss is finding that more he plays with the artifice of it, the more relatable his robot becomes.
“The trepidation I had was: Well, how do we do this without it being too cartoony? You know, like ‘beep-o-boop-bop,’ for lack of a better description,” Criss said in a conversation with Shen on the latest episode of “Stagecraft,” Variety’s theater podcast. “The irony of all this is that the more ‘cartoony’ — the more you lean into this heightened beep-o-boop-bop — the more believable it is. … I’m almost playing this commedia dell’arte character. There’s a level of theatricality that exists within these robots that actually helps us understand the story quicker.”
“The wonderment is something that I’m really resonating with in both of these characters,” Shen added. “They’re living in these helperbot yards and they have been isolated for decades, so to be able to connect with each other, connect with the world, and see that the world is bigger than just this one window is something that I feel like we all can relate to.”
Written by the crosscultural duo of the Korean writer Hue Park and his American collaborator Will Aronson, “Maybe Happy Ending” first premiered in Korean in Seoul, where the show has become a successful staple since it premiered in 2016. Now the musical has arrived Stateside — in an English language version also by Aronson and Park — in a technologically ambitious staging featuring intricate projections and a highly mobile, automated set.
But both Criss and Shen said that the high-tech surroundings and A.I. protagonists are just the means to telling a story about love and loss in an accessible way. “They’ve made this about robots, but obviously it’s a very, very human story,” Criss said.
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