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Direct-to-Cell Technology: Enabling Satellite Connectivity for Legacy Devices

2026-06-02 18:00:02



Direct-to-cell technology uses LEO satellites as spaceborne cell towers. It delivers LTE services to existing smartphones without hardware changes, bridging global coverage gaps.

What Attendees will Learn

  1. How DTC works as a spaceborne cell tower — LEO satellites carry LTE eNodeB payloads in regenerative mode. How they serve unmodified phones using quasi-earth-fixed multi-beam antennas. How the satellite compensates for Doppler shift and time delay on thenetwork side.
  2. Why Doppler shift and round-trip time are critical challenges — A LEO satellite’s high velocity causes carrier frequency offsets in OFDMA systems. Pre-compensation at a reference point helps, but cell-edge users still face residual Doppler.
  3. How spectrum sharing and regulation shape DTC deployment — DTC has no dedicated spectrum allocation. It relies on spectrum sharing between terrestrial and satellite operators or re-farmed MSS bands. How national regulations like the FCC SCS framework govern access.
  4. Where DTC fits in the evolution toward 5G NTN and 6G — DTC is an interim technology offering fast time-to-market satellite services. It bridges the gap until 3GPP NR-NTN matures. How NR-NTN will bring purpose-built NTN features and international spectrum frameworks.

IEEE President’s Note: Designing a Safer Digital World for Kids

2026-06-02 02:00:02



Children born after 2013 are the first generation to grow up fully immersed in digital systems, which weren’t designed with them in mind. One‑third of the world’s Internet users are younger than 18, according to UNICEF, yet these systems shaping their daily lives were built for adults. They were optimized for engagement and designed long before people understood how profoundly digital environments influence children.

For engineers and technical professionals, online safety is not an abstract policy debate. It is a design challenge that demands rigor, systems thinking, and ethical foresight.

Governments around the world are also beginning to recognize the problem. Policymakers from across Australia, Brazil, the European Union, Indonesia, and the United States are responding to risks engineers have long understood: Addictive features, inappropriate content, opaque data practices, and algorithmic systems shape user behavior in ways that their creators did not fully predict. For years, technology moved faster than governance. Now governance is trying to catch up.

Global Shift Toward Design Reform

Supporting National Digital Ambitions


Three men in suit jackets smiling and posing with a middle-aged woman.

In Athens this year I met with senior leaders of Greek government agencies and key national research institutions. Greece is moving quickly on digital transformation and responsible technology governance, and our discussions reinforced IEEE’s role as a trusted, neutral collaborator.

We focused on supporting Greece’s ambitions in digital modernization and public‑sector innovation. We also discussed responsible AI and age-appropriate digital design in Europe and elsewhere. These engagements, grounded in shared values and long‑term commitment, strengthened IEEE’s presence within the European ecosystem and opened new pathways for collaboration on trustworthy AI and child‑focused digital well‑being.

The European Union and the United Kingdom have been among the first to act, embedding age‑appropriate digital design into their broader children’s rights agenda. Drawing on IEEE expertise and global best practices, Indonesia is the first country in Asia, and Brazil is the first country in Latin America, to adopt age-appropriate design regulation. Australia is aiming to limit access to harmful content and addictive design features through age restrictions on certain platforms. And in the United States, in addition to federal efforts, states including California, New York, and Utah are enacting approaches including age-appropriate design principles.

Across these efforts, a shared realization is emerging. Protecting children online is not simply about filtering content or adding parental controls. It requires rethinking the architecture of digital systems regarding how data is collected, how algorithms make decisions, how interfaces influence attention, and how AI interacts with the developing minds of young users.

Engineers and technical professionals understand that design choices are never neutral. They encode values, incentives, and assumptions. When the user is a child, those choices carry greater weight.

This is where IEEE’s work becomes more essential.

Protecting Children Online

For more than a decade, IEEE has been building technical and ethical foundations for safer digital experiences. The first IEEE standard on age-appropriate design in 2021 marked a turning point. It offers a structured, principled approach to designing with children’s rights in mind. The Institute’s 2022 article “Use a New IEEE Standard to Design a Safer Digital World for Kids” highlights how the standard helps translate those principles into engineering practice.

Today the IEEE Standards Association’s (SA) Trustworthy Digital Experiences portfolio provides a practical, technically grounded framework for governments and industry. Spanning ethical design, data governance, algorithmic transparency, and child‑focused digital well‑being, it has already initiated discussions with government stakeholders around the world. This work helps bridge the gap between engineering realities and policy ambitions.

No single country can solve these challenges alone. Many policymakers lack access to the combined expertise in technology, governance, and children’s rights needed to act quickly and effectively. This collaborative effort helps close that gap.

The stakes are high. Without coordinated action, public policy will continue to lag behind technology, leaving children exposed to risks that could have been mitigated through thoughtful design. But with the right frameworks, governments can ensure digital systems respect children’s rights, support healthy development, and promote well‑being.

IEEE’s emerging standards and collaborative technology policy work offer a path forward. By grounding national efforts in evidence‑based, rights-aligned design principles, IEEE is helping governments move from reactive regulation to proactive, coherent, and globally informed strategies for protecting children online.

Safeguarding childhood in the digital age is both a moral imperative and an engineering challenge. And IEEE is helping to lead the way.

—Mary Ellen Randall

IEEE president and CEO

Please share your thoughts with me: [email protected].

This article appears in the June 2026 print issue.

Why Sardinians Are Fighting the Renewable Energy Transition

2026-06-01 19:06:01



“Not in my backyard” is the rallying cry of citizens everywhere resisting projects proposed for their locality. Whether it’s affordable housing, a waste treatment plant, or a new data center, they may recognize the benefit of the activity. They just don’t want it near them. And the roots of that resistance differ from place to place. When it comes to the ongoing transition from fossil fuels to renewables, companies and policymakers need to know where, exactly, people are coming from.

The Italian island of Sardinia is a textbook example. As IEEE Spectrum’s power and energy editor Emily Waltz discovered when she traveled there last October, Sardinian opposition to wind and solar projects runs deep. It spurred a quarter of the voting population to queue up in public squares in 2024 to sign a petition banning all construction of renewable energy.

Waltz was surprised. She went there to see a promising new grid-scale energy storage system that uses domes inflated with carbon dioxide. While reporting on that project, she interviewed residents, engineers, activists, and professors about their attitudes toward climate change and the Italian government’s grand plans for renewable energy on the island. And Waltz soon learned of Sardinians’ profound antipathy toward renewable energy and its deep ties to a history of invasion, occupation, and exploitation stretching back 2,700 years.

It started with the Phoenicians and then extended through the Romans, the Byzantines, and the Iberians. Sardinia was absorbed into a newly unified Italy in 1861, and it became an autonomous region of Italy in 1948. The island’s population is justifiably suspicious of outsiders, including the Italian government. “When you’re in Sardinia, the weight of history—you can feel it like in the air,” Waltz told me. “And it gets passed down from one generation to the next.”

Now, Italy needs Sardinia to produce even more power to meet the country’s climate goals—something that Sardinians see as Rome’s problem, not theirs. “Sardinia already exports about 30 percent of its electricity. It’s not like they need more,” Waltz says. “So it’s hard to make the case to build, build, build.”

The result of Waltz’s old-fashioned shoe leather reporting is this month’s cover story. She notes that the Sardinians she talked to aren’t climate-change deniers, and they don’t object to renewables per se. They just don’t like the way corporations and Italian policymakers are trying to plug into Sardinia like it’s one giant battery rather than the home of an ancient and proud people.

“I think Sardinians would be more receptive to renewable projects if it was more of a ground-up, grassroots approach,” Waltz says. Indeed, this homegrown approach is already working in some places in Sardinia. She knows of more than 50 projects, called energy communities, where the residents are deploying renewables themselves. The idea also holds promise for other places struggling to get locals to buy into the renewable-energy transition.

The Sardinian experience is both a cautionary tale and a blueprint. Ignore the weight of history that communities carry and your project risks failure. Meet the people where they are and you might just get somewhere. The same lesson applies whether you’re in Sulawesi or sub-Saharan Africa. You just have to show up to learn it.

This DIY Bipedal Robot Used Pneumatic “Air-Muscles” Instead of Motors

2026-05-31 21:00:01



In 1987, Richard Greenhill, a British photographer who was fascinated by (but had no actual training in) robotics, decided he wanted to build a life-size humanoid that could do useful things, like carrying luggage. He was working at a startup called Intergalactic Robots, but he couldn’t convince anyone there to build such a machine, so he set about building one himself, in his attic.

To help with his project, he organized a weekly get-together of a dozen or so like-minded folks. Every Wednesday night, his wife, Sally, would make a big pot of spaghetti, and the group would tinker with components scavenged from old printers and picked up from junkyards. They called themselves the Shadow Group. They eventually constructed several different robots, but their main project was the two-legged Shadow Walker.

Two color photos of a casually dressed white man in a workroom posing with a partially assembled wooden robot.In 1987, photographer Richard Greenhill organized a weekly gathering of DIY enthusiasts to work on projects in his attic, including the Shadow Walker. Richard Greenhill and David Buckley

Greenhill’s friend David Buckley, a robotics and animatronics expert he’d met at Intergalactic, sketched out a rough design based on medical textbooks of human bone structure and muscle movement. The robot’s skeleton, made of maple, was greatly simplified—only one bone in the lower leg and a single wide toe on each foot. The ankle’s double-axis design allowed for two degrees of movement. The knee had no complicating kneecap.

Greenhill didn’t want the robot to use motors, so its movement was controlled using compressed air to extend and contract 28 “air-muscles”—his version of a McKibben muscle, invented in the 1950s to mimic musculature with pneumatics. The muscles were connected to the bones across eight joints (hips, knees, ankles, toes), which provided 12 degrees of freedom.

The robot’s headless torso held the control valves, electronics, and computer interfaces. It stood 168 centimeters tall and 46 cm wide and weighed about 38 kilograms. The group managed to get the robot to stand up reliably and balance itself; it could even regain its center if pushed a little. But walking turned out to be more of a challenge.

Rich Walker joined the group as a teenager and began writing software to get the robot to stand. He was particularly interested in using neural networks to solve balancing problems, although he ran into a number of hardware obstacles, including the unreliability of the sensors and the valves, and the robot’s overall fragility. Over time, Walker and the team developed a standard library of routines to control the robot. Walker wrote a detailed description of the Shadow Walker in 1999, which is available on David Buckley’s website.

The 1st International Robot Olympics

By the time the Shadow Group began developing Shadow Walker, engineers in academia and industry had been working on robotics for several decades. The world’s first industrial robot, the Unimate, debuted in 1961, and in 1967 Donald Michie and others began building a series of Freddy robots to investigate machine intelligence. The IEEE created its first dedicated robotics organization in 1984 when it established the IEEE Robotics and Automation Council, which became the IEEE Robotics and Automation Society in 1987. Also in 1987, the nonprofit International Federation of Robotics was established to promote research, development, use, and cooperation in the field of robotics.

As Shadow Walker pushed the limits for a DIY humanoid robot, industrial humanoids were also gaining ground. In 1986, Honda began working on its experimental (E-series) and later the prototype (P-series) humanoid robots, finally unveiling the P2 in 1996. The P2 stood 183 cm tall and weighed 210 kg. It was the first humanoid capable of stable, autonomous walking. This work eventually led to the development of the groundbreaking ASIMO.

Two color photos of a casually dressed bearded white man posing with a wooden robot leg and with a computer and other equipment.Greenhill’s friend, roboticist David Buckley, consulted medical textbooks to create Shadow Walker’s humanoid design.Richard Greenhill and David Buckley

In the late 1980s, the public was both fascinated and horrified by the potential of robots. Businesses saw robots as a way to increase productivity, while workers worried they would take their jobs. Children viewed them as wondrous toys, while people with disabilities embraced them as tools of liberation. Military experts hoped robots would fight wars without endangering human soldiers, while politicians pondered if robots might eventually get to vote. Philosophers thought robots could challenge our notions of intelligence (and stupidity), while the religious struggled with concerns about the human race in a robot-dominated future.

Photo of two articulated feet made of pieces of wood strung with wires and other components.Shadow Walker’s simplified anatomy included only one bone in the lower leg and a single wide toe on each foot.Science Museum Group

Peter Mowforth, cofounder of the Turing Institute in Glasgow, noted these disparate visions for robots when he announced the 1st International Robot Olympics, to be held in 27 and 28 September 1990 and hosted by the Turing Institute and the University of Strathclyde. The Olympics would round up the world’s best robots and showcase them head-to-head.

Mowforth himself thought all of the competing visions of robots were overblown. Steeped in machine learning research and robotics development, he knew firsthand the limitations of the state of the art: Robots rarely worked as intended, easily broke down, and glitched over seemingly trivial problems. He envisioned the Robot Olympics as a testbed to assess what the latest generation of robots could and could not do.

Photo of a headless and armless humanoid robot wearing red pants.At the 1990 Robot Olympics, held in Glasgow, Shadow Walker wore pants to conceal its pneumatic “air-muscles” from competitors.Adam Hart-Davis/Science Source

The call for participation was wide open. Instead of having predetermined categories of competition, the organizers opted to see who applied to compete and then group them based on their claimed capabilities. In addition to picking the winners of individual events, the judges would select an overall Olympic champion based on the quality of the hardware, the sophistication of behavior, and novelty. Other prizes were given for young competitors, technologies that showed commercial potential, and design. In the end, more than 50 robots were entered, from a mix of universities, industry, and hobbyist groups from Canada, France, India, Japan, Mexico, the Soviet Union, the United States, the United Kingdom, and Yugoslavia.

There were plenty of disappointments. Trolleyman, a golf-cart-like wheeled robot, suffered a power failure while carrying the opening Olympic torch through the streets of Glasgow. The pile rug in the arena tripped up many robots that had been trained only on flat, smooth floors. David Buckley later concluded that the events were too difficult, and that the Olympics didn’t push development forward.

Of course, there were winners. In a surprise triumph for vintage technology, the fully mechanical 19th-century Japanese Archer from the Museum of Automata in York, England, won gold in javelin, beating out competitors more than 100 years its junior. The overall Olympic Champion was Yamabico, Shoji Suzuki’s entry from the University of Tsukuba, in Japan, which won bronze in obstacle avoidance and gold in wall following, but was disqualified in the talking category for not speaking English.

The Shadow Group had high hopes for Shadow Walker. Unfortunately, though, it failed to take a step, and the biped race was won by the Cardiff University Biped. Shadow Walker now resides in the collections of the Science Museum in London.

The Legacy of Shadow Walker

In 1997, a paying customer in search of a robotic leg compelled the Shadow Group to get serious and become a registered company. Shadow Robot is now Britain’s oldest robotics company. Rich Walker, who had left the Shadow Group to earn a B.A. in mathematics and a diploma in computer science at the University of Cambridge, joined Shadow Robot in 1999 as technical director. Today he’s the director of the company.

Shadow Robot specializes in durable robot hands rather than walking robots. But the focus on hands is also a legacy of the Shadow Group. Walker remembers that the Shadow Group’s first humanoid hand in the late 1990s was impressive simply for being able to pick up a pint of beer (a smooth-sided, thin-walled glass). Today, Shadow Robot’s hands are testbeds for dexterity. Gone are the pneumatic muscles, replaced by actuators that move each finger with precision. The classic model contains 20 motors, allowing for abductive and adductive movement with 24 degrees of freedom.

Black and white photo of a two-legged humanoid robot with its left leg raised, next to a man with his right leg raised while another man looks on.Shadow Walker’s operator wore a data suit that captured his movements and allowed the robot to copy them.Richard Greenhill

In a recent blog post, Sejal Parsotomo, senior marketing executive at Shadow Robot, wrote that while humanoid robots are great for public relations, specialized dexterity is key for success: A robot that can walk into your factory may be impressive, but a robot that can reliably manipulate objects is transformative.

In its struggles to take more than a few steps, the Shadow Walker showed the inherent difficulty that robots had in mastering even low-level skills. In August 2025, Beijing hosted the World Humanoid Robot Games. Competing in sports such as gymnastics, soccer, and track events, as well as more “useful” tasks like hotel cleaning and sorting medicine, these robots could literally have run circles around the competitors in the first Robot Olympics 35 years earlier. And yet, there is still so much work needed in order for robots to navigate the human-built environment. Despite the astonishing progress, we’re still not all that close to actually useful humanoid robots.

Part of a continuing series looking at historical artifacts that embrace the boundless potential of technology.

An abridged version of this article appears in the June 2026 print issue as “Learning to Walk.”

References


Richard Greenhill gives an overview of his life and the founding of the Shadow Group in a post on Shadow Robot’s corporate website.

David Buckley has a compilation of resources on the Shadow Biped Walker, including specifications from the 1999 iteration and a brochure from the 1st International Robot Olympics.

There is coverage of the Robot Olympics worthy of a gossip sheet in La Repubblica and lovely footage of the competition in this TV-am interview of Peter Mowforth by Lorraine Kelly.

Poetry for Engineers: Cyborg Laboratory

2026-05-30 23:13:01



This is the place where you face yourself,
the you that could be you with a few
different parts, a pump for your heart,
eyes off color, and fresh off the shelf
fake hair (a bit obvious), skin smoothed.
You’re not perfect, but it’s a good start.

Down to small digits, you’ll be improved.
Memory maintained by small motors,
as long as these gizmos don’t glitch.
What’s before you? Full replacement or
a constant game of test and switch,
pieces peeled off, disconnected, removed,
until you are not yourself, at least,
not the self you knew. That self has ceased,
bit by bit less you at each release.

Make a Soft Digital Clock Tick With Millifluidics

2026-05-29 21:00:01



Electrons are great. We use them to move vehicles, illuminate cities, and, of course, compute. But computation is not confined to the world of electronics. And shifting to alternative nonelectronic realms can unlock unique advantages: Photonic chips, for instance, process information with light while generating little heat. Another compelling alternative is fluidics, which uses pressurized gases or liquids to build logic circuits. Pioneered in the 1960s but sidelined by microchips, the field reemerged in the 1990s as “microfluidics.” This approach aims to shrink laboratories onto a single chip by creating microscopic fluid channels with integrated micropneumatic control systems.

Today, there is a second fluidic revival, this time in the domain of soft robotics. Scaling microfluidic designs up to the millimeter-scale range (millifluidics) enables the higher flow rates necessary to drive robotic actuators. These robots exploit the nonlinear behaviors of soft materials to create lifelike motion and safer interactions, often utilizing pressurized air.

By building systems that “think” with the same air that powers them, we can drastically reduce the need for bulky electronic-to-pneumatic interfaces. This is the focus of my Soiboi Studio robotics lab. With millifluidic logic, I have steadily scaled the complexity of my designs. What began with a simple oscillator has most recently evolved into a clock featuring a soft, four-digit, seven-segment display.

What Is Millifluidics?

Building on microfluidics research from the early 2000s and recent developments from the Grover Lab at the University of California, Riverside, I’ve developed millifluidic devices using standard 3D printing and silicone casting. The basic architecture is simple: A flexible membrane is sandwiched between rigid layers embedded with networks of air channels.

Just as electronics rely on differing voltage potentials, these fluidic circuits operate on the pressure difference between atmospheric pressure (logical 0) and a near-vacuum at around −60 kilopascals of relative pressure (logical 1). Using negative pressure means the membrane is pulled into openings. This creates robust seals that allow me to replicate electronic building blocks.

Major components of the soft clock. A cast silicone membrane forms the face of the clock [top], while behind it sits 3D-printed millifluidic blocks [middle rows]. An Arduino Uno controls driver boards that operate solenoids, which are connected to valves that are attached to a vacuum pump [bottom row].James Provost

While fluidic resistors are easily realized by adjusting the channel geometry, the heart of the system is a valve that mimics a metal-oxide-semiconductor field-effect transistor, or MOSFET. This vacuum “transistor” features a flow layer with two chambers (the source and drain) divided by a central valve seat and a control layer containing a cavity (the gate). A membrane runs between the control and flow layers and normally prevents airflow between the source and drain chambers. To switch the transistor on, a vacuum is applied to the gate chamber, sucking the membrane into the cavity and lifting it off the seat. This opens a path for airflow, equivalent to closing an electric circuit. By adding a small aperture to the membrane, I created a check valve—the fluidic equivalent of a diode. By combining transistors and resistive “pull-down” channels, I can build a full suite of logic gates.

The original microfluidic designs that inspired me were fabricated from etched glass and milled acrylic. Adapting them for a standard 3D printer required reengineering the logic elements and mastering two critical fabrication techniques.

First, I need airtight prints, yet printed plastic is notoriously porous. By printing at elevated temperatures, slow speeds, and slight overextrusion, I was able to fill microscopic gaps. When you’re using transparent filament, there’s a handy visual indicator: The more transparent the plastic appears, the lower its porosity.

Second, I used glass for my print bed. By printing the upper and lower chambers directly against this bed, I got the interface surface to become mirror smooth. This finish is essential for creating reliable, airtight seals. A 0.3-millimeter silicone membrane is placed between the layers and secured with screws.

How Does the Soft Clock Work?

The clockface is a cast silicone membrane. Each digit segment is formed by a small underlying cavity. When air is evacuated from this cavity, the membrane is sucked inward to create a concave hollow; when atmospheric pressure is restored, the silicone pops back flush with the surface. The result is a mesmerizing, organic motion.

The “brain” of the clock is an Arduino Uno, while the fluidics significantly reduce the hardware footprint. A four-digit, seven-segment display with two separator dots would require 29 solenoid valves to control directly. My clock needs just 11 valves.

An illustration of the three chambers of a pneumatic transistor, with two lower chambers separated by a wall overlaid by a membrane, with an upper chamber straddling the wall.A pneumatic transistor is off when its upper control chamber is at atmospheric pressure [top]. When air is removed from the control chamber, it lifts a membrane, which allows air to flow between lower flow chambers and turns the transistor on [bottom]. James Provost

To understand how it works, consider a standard electronic four-digit, seven-segment LED display. This also uses 11 pins to drive its digits. (In clockface displays, an additional pin is required to drive the separator dots.) Every digit is connected to a shared data bus with seven lines, one per segment. The four control lines select individual digits. Only one digit is illuminated at time, and strobing the digits at least 50 times per second creates the illusion that all four are simultaneously illuminated.

Such high-speed switching is not possible with air. Instead, I rely on memory. Each segment acts like a capacitor: By evacuating its cavity (logic 1), you “charge” the segment; by restoring atmospheric pressure (logic 0), you discharge it. Hence, each digit acts as an independent 7-bit memory. If the system is sufficiently airtight, the segments maintain their state for several seconds.

Like the electronic display, the system utilizes a seven-line data bus. Each line connects to a solenoid valve that provides either vacuum or atmospheric pressure. To selectively address the individual digits, I placed a fluidic transistor between each segment and its data line. All the transistors’ control inputs for a given digit are combined into one “write enable” line connected to its own solenoid valve. Activating this valve allows me to write data into the corresponding digit’s memory.

The clock updates one digit per second, meaning a full cycle across the face takes 4 seconds. This cycle also drives the separator dots: A set of fluidic diodes connects the enable lines to the dots’ cavities. Consequently, as each digit is addressed, the dots pulse automatically.

This display is more than a clock; it is a soft robot that happens to tell time. By offloading computation to the same air that powers movement, the clock approaches a new class of machines that are simpler, lighter, and more integrated. I’m now developing a guide for getting started with vacuum-powered logic and may release a refined version of this clock in the future. Watching the silicone skin morph serves as a fascinating reminder that not all logic needs silicon; sometimes, all you need is flexible silicone and a flow of air.

This article appears in the June 2026 print issue as “The Soft Clock.”