South Korea Team Showcases Drone That Serves as ‘Flying Shopping Cart’

 Park Hyun-geun, a graduate student of Mechanical Design and Robot Engineering at Seoul National University of Science and Technology (Seoul Tech), demonstrates the aerial transportation platform "Palletrone" on stairs at the Seoul Tech in Seoul, South Korea, October 10, 2024. (Reuters)
Park Hyun-geun, a graduate student of Mechanical Design and Robot Engineering at Seoul National University of Science and Technology (Seoul Tech), demonstrates the aerial transportation platform "Palletrone" on stairs at the Seoul Tech in Seoul, South Korea, October 10, 2024. (Reuters)
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South Korea Team Showcases Drone That Serves as ‘Flying Shopping Cart’

 Park Hyun-geun, a graduate student of Mechanical Design and Robot Engineering at Seoul National University of Science and Technology (Seoul Tech), demonstrates the aerial transportation platform "Palletrone" on stairs at the Seoul Tech in Seoul, South Korea, October 10, 2024. (Reuters)
Park Hyun-geun, a graduate student of Mechanical Design and Robot Engineering at Seoul National University of Science and Technology (Seoul Tech), demonstrates the aerial transportation platform "Palletrone" on stairs at the Seoul Tech in Seoul, South Korea, October 10, 2024. (Reuters)

South Korean researchers have developed a transport drone flying on multiple flexible rotors that self-correct to stay level in flight and can be used as a "flying shopping cart" to carry goods over uneven terrain such as stairs.

The prototype developed by a Seoul National University of Science and Technology team has a cargo platform mounted on top of a multi-rotor drone and is handled by a person using gentle force to guide the hovering aircraft.

Members of the team demonstrated the hovering platform with a handlebar much like one on a push shopping cart moving objects up and down stairs and loading boxes on top as it hovered mid-air and maintained its balance by using a center of mass estimation algorithm.

To move objects over uneven terrain or stairs when a wheeled cart cannot, the drone responds to human control with what the developers call a physical human-robot interaction technique that anticipates human intentions for smooth flight, said Lee Seung-jae, professor of mechanical system design engineering.

But the broader focus of Lee's team is not on developing a shopping cart to be used over steps, but instead on applications that would use a drone with reliable horizontal stability without pitching and rolling.

"The Palletrone can be more than a flying shopping cart," he said, referring to the name the team gave the prototype by joining the words pallet, which is the platform for cargo on top, and drone.

Lee's team has tested a platform to carry objects up to 3 kg (6.6 lbs), and concedes commercial applications for cargo transportation at such a small weight easily carried by humans is limited.

Still, the mechanism that allows the drone to change directions in flight without banking and to maintain level attitude has applications for delivering sensitive or fragile payloads, Lee said.

But Lee's team is looking further ahead for the technology's potential use for uncrewed "flying taxis" carrying humans and for drones to be "refueled" mid-air, by changing batteries so the aircraft do not need to return to base for a fresh charge.

Multi-rotor drones are inherently limited in speed and range compared to fixed-wing drones but have better control and maneuverability, including the ability to hover in flight.

They have been used to deliver cargo, food and medical supplies, but commercial applications have been limited largely because it is impractical to increase the size of the battery enough to transport a heavier payload over a longer distance.

Seoul Tech's work was published in IEEE Robotics and Automation Letters this year, the publication of the Institute of Electrical and Electronics Engineers based in New York.



PlayStation at 30: How Sony's Grey Box Conquered Gaming

The little grey box sold 102 million units. Richard A. Brooks / AFP
The little grey box sold 102 million units. Richard A. Brooks / AFP
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PlayStation at 30: How Sony's Grey Box Conquered Gaming

The little grey box sold 102 million units. Richard A. Brooks / AFP
The little grey box sold 102 million units. Richard A. Brooks / AFP

Japanese electronics giant Sony is set to celebrate 30 years since it launched the PlayStation console, the little grey box that catapulted the firm into the gaming big league.
PlayStation was Sony's first foray into the world of video games and when it hit the shelves in Japan on December 3, 1994, the company needed to sell one million units to cover its costs, AFP said.
In the end, the gadget became a legend, selling more than 102 million units, helping to launch many of the industry's best-loved franchises and positioning Sony as a heavyweight in a hugely lucrative sector.
"PlayStation changed the history of video games," said Hiroyuki Maeda, a Japanese specialist in video game history.
"It truly transformed everything: hardware, software, distribution and marketing."
One of the keys to its success was broadening the appeal of a pastime that had often been dismissed as a hobby for children.
From the off, the firm was clear that it wanted to trash this image.
In part this stems from Sony's rivalry with Nintendo, which was already a dominant player in the sector by the mid-1990s, but whose games skewed young.
Sony 'humiliated'
The original PlayStation can trace its history to a falling out between the two great Japanese firms.
They had partnered in the late 1980s to develop a version of the Super Nintendo console with an in-built CD player.
But Nintendo suspected Sony were using the project as a way to muscle into the gaming sector and abruptly cancelled the partnership in 1991.
"Sony found itself in a humiliating position," said Maeda, so pushed ahead with the project by itself.
The hardware proved to be revolutionary, CD-ROMs being cheaper and storing much more data than the cartridges used by Nintendo and other consoles.
And to further distinguish itself from Nintendo, Sony courted a young adult audience with fighting games like "Tekken", out-and-out horror with "Resident Evil" and "Silent Hill", and military titles like "Metal Gear Solid".
Its advertising also followed a more grown-up path.
Hollywood auteur David Lynch was drafted in to direct ads for the PS2 launched in 2000 -- conjuring a nightmare vision of floating heads and talking ducks certainly not meant for younger audiences.
"The older audience obviously had better purchasing power than children," said Philippe Dubois, founder of M05, a French association that aims to preserve digital heritage.
The PS2 is still the most successful console in history, having sold more than 160 million units.
'New sensations'
Over the past 30 years, the competition has intensified and the technology has been honed.
While Sega and other rivals have fallen by the wayside, Microsoft has entered the fray with its Xbox, and Nintendo is still on the scene with its Switch console.
But the industry is enduring tough times.
A surge in popularity and investment during the pandemic has subsided and Sony's PlayStation division recently laid off hundreds of workers.
Plenty of analysts are also predicting that cloud gaming will soon render consoles obsolete.
Sony appears undaunted though, recently launching an upgraded version of its PS5 with a marketing push that highlighted new AI features.
Bloomberg has reported that the Japanese firm is also planning a new hand-held version of the PlayStation, which would once again pit it against old rival Nintendo, undisputed king of portable devices.
However, for the purists, few innovations were as great as the original console's ability to handle 3D graphics.
The technology was instrumental for the appeal of classic games such as "Tomb Raider" and "Final Fantasy VII".
"We discovered sensations, emotions that we hadn't experienced with earlier consoles," said French YouTuber and PlayStation enthusiast Cyril 2.0.
He said he had collected almost every title released for the PlayStation in Europe -- some 1,400 -- and insisted the formula for success was not complicated.
"For consoles, games are still the most important thing," he said.