WEBVTT - Beyond the Uncanny Valley

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<v Speaker 1>Welcome to Stuff to Blow Your Mind from how stoffworks

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<v Speaker 1>dot com. Hey, welcome to Stuff to Blow your Mind.

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<v Speaker 1>My name is Robert Lamb and I'm Joe McCormick in.

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<v Speaker 1>Today is going to be the second part of a

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<v Speaker 1>two part series we're doing on the Uncanny Valley. Last time,

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<v Speaker 1>we ventured into the Uncanny Valley, so if you haven't

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<v Speaker 1>heard that episode, you should go back and listen to that. First,

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<v Speaker 1>we lay a lot of the groundwork for what we're

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<v Speaker 1>gonna be talking about today, But we explored the origination

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<v Speaker 1>of the concept of the Uncanny Valley, what it means

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<v Speaker 1>to be in the Uncanny Valley, and some research on

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<v Speaker 1>whether this valley actually exists or not. Today, I think

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<v Speaker 1>we want to start off by looking at if if

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<v Speaker 1>it does exist, what might be some explanations for it. Indeed, Yeah,

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<v Speaker 1>we're gonna we're gonna dive into it a bit more

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<v Speaker 1>and move, as the title, uh suggests, beyond the Uncanny Valley.

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<v Speaker 1>But before we do that, I do want to talk

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<v Speaker 1>about RoboCop. Of course you want to talk about RoboCop,

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<v Speaker 1>because we talked about RoboCop pretty much every day. Yeah,

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<v Speaker 1>it's it's it's an important film important films, I'll say

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<v Speaker 1>at least at least the first to arguably the third

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<v Speaker 1>one to throwing the TV series if you like. But wait,

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<v Speaker 1>there was a TV series RoboCop. It was one of

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<v Speaker 1>those that would I think it would come on Sci

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<v Speaker 1>Fi or it came on various cable channels. I only

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<v Speaker 1>have a vague awareness of it because it seemed to

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<v Speaker 1>be a far lower key RoboCop type show. So in

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<v Speaker 1>many of the studies that we talked about in the

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<v Speaker 1>last episode, they were looking at largely three categories of

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<v Speaker 1>of robots and humans and androids. So you had pure

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<v Speaker 1>robots things that are just undeniably machines and we're mostly

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<v Speaker 1>okay with. Then you have humans or or or perfect

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<v Speaker 1>human replications. Okay, so you look at it, it either

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<v Speaker 1>is a human or it's such a good representation of

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<v Speaker 1>a human ideally that you would not think that it

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<v Speaker 1>was a robot. Right. The third category here is where

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<v Speaker 1>you're gonna get into the danger zone, right, the human

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<v Speaker 1>like robots where you look at it and you say,

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<v Speaker 1>I see what you're going for there, but it's creeping

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<v Speaker 1>me out. So I think it's interesting to aligne this

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<v Speaker 1>up with the Holy Trinity of Robocops. Okay, so this

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<v Speaker 1>will mostly make sense if you've seen the RoboCop films,

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<v Speaker 1>but I feel like most people know what we're talking

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<v Speaker 1>about here. First of all, you had the the proto

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<v Speaker 1>RoboCop add two oh nine. Oh. This is maybe the

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<v Speaker 1>greatest scene in the first film is before we get

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<v Speaker 1>a humanoid RoboCop, they just have this big drone object

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<v Speaker 1>that is supposed to enforce the law and it ends

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<v Speaker 1>up shooting somebody in the boardroom. Yeah. It's a walking

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<v Speaker 1>law enforcement tank with a robot commanding robot voice so

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<v Speaker 1>that you look at it and there's no to not

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<v Speaker 1>this is not a friendly device. But it's not really

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<v Speaker 1>humanoid at all, not really at all. It hit just

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<v Speaker 1>walks on big, big legs that can't even navigate and stairs.

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<v Speaker 1>But I would say I have great affinity for ed

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<v Speaker 1>to oh nine. Yeah, I mean, you know, without having

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<v Speaker 1>to worry about it actually shooting me. Uh, it's kind

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<v Speaker 1>of cute in a way. Now then we have RoboCop

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<v Speaker 1>itself himself, the classic RoboCop, thee Peter Weller, and uh

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<v Speaker 1>he is a cyborg or perhaps an android, depending on

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<v Speaker 1>how you want to view the descriptions. So he's he

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<v Speaker 1>has a relatable, living human face which is a fixed

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<v Speaker 1>to to honor him in some some explanations, or perhaps

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<v Speaker 1>to make him more comfortable not only as a police

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<v Speaker 1>killing machine but also a community law enforcement officer. So RoboCop,

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<v Speaker 1>you know, moves around with very robotic movements, speaks in

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<v Speaker 1>a very robotic voice, but his face is a living

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<v Speaker 1>human face. So in a way like that, that seems

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<v Speaker 1>like it might it just sort of you know, to

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<v Speaker 1>read perhaps more into the original film than was intended.

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<v Speaker 1>Perhaps this was a way to to get beyond the

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<v Speaker 1>Uncanny Valley. We can't replicate the human face. We'll just

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<v Speaker 1>get an actual human face from the dead cop and

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<v Speaker 1>just plaster it up there. Oh but I'd say RoboCop

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<v Speaker 1>with his mask on really does kind of get into

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<v Speaker 1>the Uncanny Valley, and and Weller does some good work

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<v Speaker 1>forcing us in there. Like I think that they're the

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<v Speaker 1>sort of going for it. Yeah, Okay, Well that brings

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<v Speaker 1>us to the next generation RoboCop two, which is not

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<v Speaker 1>just the name of the second RoboCop movie, but also

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<v Speaker 1>the model of RoboCop that replaced the original RoboCop. They think, Hey,

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<v Speaker 1>what would happen if we put tom noon in in there,

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<v Speaker 1>that's right. So they have another essentially a walking tank

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<v Speaker 1>kind of like Ed Too O nine, except it's powered

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<v Speaker 1>by the brain of a psychotic drug lord named Kane

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<v Speaker 1>played by Tom Noonan. He's fabulous in it. Uh. But

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<v Speaker 1>here's the here's the thing. It's walking around, it's killing

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<v Speaker 1>everything with a gatling gun. But then it can pop

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<v Speaker 1>a flat screen TV out of it out of the

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<v Speaker 1>front of its body, and on that screen is a

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<v Speaker 1>twisted uncanny lawnmower man esque c g I face of

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<v Speaker 1>Tom Noonan. Yeah. So so that one really leans into

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<v Speaker 1>the Uncanny Valley. Well yeah, and this this does point

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<v Speaker 1>out another thing, which is that there have been plenty

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<v Speaker 1>of intentional realizations of the Uncanny Valley in film. When

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<v Speaker 1>when people are trying to create an unsettling, unpleasant humanoid

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<v Speaker 1>for story purposes, if it's supposed to be a villain,

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<v Speaker 1>if it's supposed to make people uncomfortable, because that's its

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<v Speaker 1>role in the plot. So one thing I kind of

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<v Speaker 1>wish we'd done. I hadn't even thought about this is

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<v Speaker 1>too if we could talk to somebody who has intentionally

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<v Speaker 1>made things in the Uncanny Valley, what did they do

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<v Speaker 1>on purpose to get it there. If your your job

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<v Speaker 1>is to make a humanoid robot or an animated humanoid

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<v Speaker 1>figure that intentionally pushes all the bad buttons and climbs

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<v Speaker 1>as far down into the valley as it can, what

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<v Speaker 1>do you do that would that would provide some really

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<v Speaker 1>interesting insight into what it actually takes to get there. Well,

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<v Speaker 1>you know, to come back to video games, something that

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<v Speaker 1>comes up a lot. You see these videos going viral

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<v Speaker 1>where it's like just a cut scene or a clip

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<v Speaker 1>from the video game with a humanoid character in a

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<v Speaker 1>more or less human situation, except something screwed up in

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<v Speaker 1>the face is missing, so it's just two floating eyeballs

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<v Speaker 1>and maybe a floating set of digital t So the

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<v Speaker 1>context is key there, Like this thing is acting as

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<v Speaker 1>if it had a face, and it's in an environment

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<v Speaker 1>where we're unsupposed to just roll with it, but clearly

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<v Speaker 1>something's wrong. Yes, okay, Well, as we said in the

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<v Speaker 1>last episode, we talked about the origin of the idea,

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<v Speaker 1>We talked about some evidence for and against the fact

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<v Speaker 1>that the Uncanny Valley actually exists, to to the point

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<v Speaker 1>that it actually does exist to some extent, maybe not

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<v Speaker 1>in the naive original sense everybody would say, where it's

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<v Speaker 1>just related to the amount of realistic human nous in

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<v Speaker 1>a figure, but has other dimensions as well. What causes

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<v Speaker 1>our Uncanny Valley reaction? Obviously people do have this reaction

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<v Speaker 1>they see a humanoid robot or a humanoid animated character,

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<v Speaker 1>the Scorpion King, the final Fantasy, the spirits within characters,

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<v Speaker 1>whatever it is, and we get so, what causes it?

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<v Speaker 1>Why do our brains react that way? Is it biological?

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<v Speaker 1>Is it pure instinct? Is it a learned psychological reaction?

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<v Speaker 1>Is it part of our culture? Is something coming from

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<v Speaker 1>cognitive dissonance of some sort? Now, to go back to

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<v Speaker 1>the origins of the idea with massive hero Mari in

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<v Speaker 1>nineteen seventy and his original paper on the Uncanny Valley,

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<v Speaker 1>Morey speculates that the Uncanny Valley might be a side

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<v Speaker 1>effect of the self preservation instinct. In other words, it's

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<v Speaker 1>a biological adaptation that helps us avoid disease and death. Uh.

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<v Speaker 1>And he starts with the observation that when a normal,

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<v Speaker 1>healthy person becomes sick and eventually dies, they basically tend

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<v Speaker 1>to slide down from the second peak of the Uncanny Valley.

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<v Speaker 1>What we were calling the realism peak, the reality peak,

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<v Speaker 1>and slide down into the uncanny valley. It's like they

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<v Speaker 1>become more like these upsetting puppets and robots. You know,

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<v Speaker 1>they might uh suffer some kind of change in their

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<v Speaker 1>in their the appearance of their skin, of their eyes,

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<v Speaker 1>of their facial expressions. Things begin to look off about them.

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<v Speaker 1>And he writes, quote, the sense of eeriness is probably

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<v Speaker 1>a form of instinct that protects us from proximal rather

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<v Speaker 1>than distal sources of danger. Proximal sources of danger include corpses,

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<v Speaker 1>members of different species, and other entities we can closely approach.

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<v Speaker 1>Distal sources of danger include windstorms and floods. You know,

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<v Speaker 1>this is interesting the dimension of other species. Um, I

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<v Speaker 1>don't know how many films and documentaries I've seen of say,

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<v Speaker 1>lions running around in the natural habitat, and it's almost

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<v Speaker 1>never creepy, No, not not at all, and yet and

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<v Speaker 1>then mostly a lot of times when I'm in a zoo,

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<v Speaker 1>it's not creepy. But there have been times I take

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<v Speaker 1>my son to the zoo a lot here in Atlanta,

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<v Speaker 1>and there are times when we go down to the

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<v Speaker 1>lion enclosure and we're the only people there at the

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<v Speaker 1>zoo because we've arrived super early and we just we're

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<v Speaker 1>hanging out with a lion on the other side of

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<v Speaker 1>the glass. You know, we're perfectly safe, but a deep

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<v Speaker 1>uneasiness comes over me, washes over me, and uh, and

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<v Speaker 1>I'm just confronted by the the the danger of the situation,

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<v Speaker 1>Like there's a danger that that goes beyond any reason

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<v Speaker 1>because I am in close proximity to a dangerous member

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<v Speaker 1>of another species of carnivorous predator, tory animal that would,

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<v Speaker 1>in under normal conditions, potentially kill me. Now there is

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<v Speaker 1>I would bet a very different kind of sensation going

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<v Speaker 1>on inside you when you're in proximity to a lion

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<v Speaker 1>than when you see a creepy looking humanoid robot or

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<v Speaker 1>a creepy looking animation human animation. Right, Like it's it's

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<v Speaker 1>probably exciting. The difference between the when when we talked

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<v Speaker 1>about the creepiness episode the creed, the difference between the

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<v Speaker 1>sort of like uncomfortable threat ambiguity versus sensing that there

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<v Speaker 1>truly is a threat of some kind, right, And you know,

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<v Speaker 1>we spoke to illness here, you know, and like certainly

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<v Speaker 1>someone we talked about like what happens when a co

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<v Speaker 1>worker walks up to you and they're they're sniveling or

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<v Speaker 1>more a little bit pale. Uh, and they say, let's French. Well,

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<v Speaker 1>well hopefully not, but yeah, there's a there's an at

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<v Speaker 1>least an initial sense of, oh, what's wrong with this person? Um,

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<v Speaker 1>I wonder if what they have as contagious, should they

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<v Speaker 1>even be at work? I hope they cover their mouth

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<v Speaker 1>when they sneeze, because we are going to be concerned

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<v Speaker 1>on some level with catching whatever they have. If it's

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<v Speaker 1>it's it's transmittable, right and it I mean there are

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<v Speaker 1>some ways in which we know that seeing illness and

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<v Speaker 1>other people in sights a reaction in the disgust response, right, yeah,

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<v Speaker 1>And there's been actually a lot of research on the

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<v Speaker 1>the disgust response. Darwin wrote about it. Discuss Us from

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<v Speaker 1>an evolutionary standpoint, is all about disease avoidance, you know,

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<v Speaker 1>like do not eat this, you know, stay away from Yeah,

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<v Speaker 1>something's not right here. You might hurt yourself or get sick.

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<v Speaker 1>So we're talking about sensuous discuss So discuss it's tied

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<v Speaker 1>to the senses to sense information that we're absorbing. Uh.

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<v Speaker 1>This is deeply seated in the insula the area of

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<v Speaker 1>the brain that that malfunctions in patients with obsessive compulsive disorder,

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<v Speaker 1>causing them to say, you know, wash and clean things

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<v Speaker 1>endlessly or vacuum unrelenting lee. So the malfunction of that

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<v Speaker 1>area gives us, you know, gives us a clue into

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<v Speaker 1>its functionality. Uh. One interesting fact about disgusting smells, however,

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<v Speaker 1>is that there's a drop off point for bad smell recognition,

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<v Speaker 1>but not for good smells. So I think we've all

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<v Speaker 1>encountered this where it's that like, say, say you're in

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<v Speaker 1>your your office and and you share your office with

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<v Speaker 1>a cat box, and at some point the cat uh

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<v Speaker 1>causes quite a stink in there, and you register it first,

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<v Speaker 1>and like, jeez, I should stop what I'm doing and

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<v Speaker 1>clean out that cat box, but you keep working and

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<v Speaker 1>then after a while you don't smell it anymore. But

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<v Speaker 1>then maybe you step outside to check the mail, or

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<v Speaker 1>you go to the you know, the grocery store to

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<v Speaker 1>pick something up, or you know, your partner comes home

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<v Speaker 1>and when when you or they enter the room, you go, cheese,

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<v Speaker 1>what happened in here? Did the cat do something? Again? No,

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<v Speaker 1>you're just re smelling there. Originally you forgot about it, right, Yeah,

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<v Speaker 1>the the brain kind of decides. Look at this point,

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<v Speaker 1>I assume you know that she that the the cheese

0:12:35.240 --> 0:12:37.960
<v Speaker 1>is nasty and you're not going to eat it um

0:12:38.120 --> 0:12:41.120
<v Speaker 1>or or that yes, there is animal poop around here.

0:12:41.160 --> 0:12:43.720
<v Speaker 1>It's it's done, it's part. It's warned you. But the

0:12:43.840 --> 0:12:47.040
<v Speaker 1>good smell will keep resonating because the good smell is

0:12:47.440 --> 0:12:50.400
<v Speaker 1>probably saying, hey, there's something over here delicious to eat

0:12:50.679 --> 0:12:54.320
<v Speaker 1>with some fresh berries or whatnot. And it'll keep saying, hey,

0:12:54.360 --> 0:12:57.120
<v Speaker 1>the berries are still here. Why haven't you eaten them yet?

0:12:57.400 --> 0:12:59.319
<v Speaker 1>This is there's not a lot of sugar out here.

0:12:59.480 --> 0:13:01.920
<v Speaker 1>You should it at these berries? Why you have a chance.

0:13:03.160 --> 0:13:07.440
<v Speaker 1>So the beautiful remains beautiful, The sweet smelling remains sweet smelling.

0:13:07.679 --> 0:13:11.000
<v Speaker 1>But something that is disgusting, even as you know, discussing

0:13:11.000 --> 0:13:13.720
<v Speaker 1>as a foul smell, we can grow accustomed to. Okay,

0:13:13.720 --> 0:13:18.000
<v Speaker 1>So what's the analogy to the Uncanny Valley here? Well,

0:13:18.040 --> 0:13:21.040
<v Speaker 1>I think the analogy here is that if you have

0:13:21.440 --> 0:13:27.200
<v Speaker 1>a discussed response to to visual sense information regarding an

0:13:27.240 --> 0:13:32.080
<v Speaker 1>individual's appearance, a robots appearance, a computer animated characters appearance,

0:13:32.920 --> 0:13:35.360
<v Speaker 1>there could there could also be this disgust drop off

0:13:35.400 --> 0:13:37.560
<v Speaker 1>point as you grow accustomed to it. Oh, and that's

0:13:37.559 --> 0:13:39.320
<v Speaker 1>something that we have seen. We talked about a little

0:13:39.320 --> 0:13:42.560
<v Speaker 1>bit in the last episode, and that, uh, some people

0:13:42.600 --> 0:13:47.240
<v Speaker 1>attest that when you spend time around these robots or uh,

0:13:47.480 --> 0:13:49.960
<v Speaker 1>well it was mainly for the robots. The robots that

0:13:50.000 --> 0:13:53.400
<v Speaker 1>at first seemed creepy, they they stop bothering. You become

0:13:53.440 --> 0:13:56.320
<v Speaker 1>accustomed to them, they're not creepy anymore. I don't so

0:13:56.400 --> 0:13:58.400
<v Speaker 1>much know if that's always going to be the case

0:13:58.440 --> 0:14:03.120
<v Speaker 1>for creepy looking animated humans. Um, but who knows. Now.

0:14:03.160 --> 0:14:05.040
<v Speaker 1>Another thing to keep in mind too, is that the

0:14:05.080 --> 0:14:07.319
<v Speaker 1>discussed response is going to depend on a number of

0:14:07.360 --> 0:14:10.040
<v Speaker 1>different factors, some of which are going to be tied

0:14:10.400 --> 0:14:14.240
<v Speaker 1>to hormonal situations. So, for instance, pregnant women are more

0:14:14.280 --> 0:14:17.000
<v Speaker 1>sensitive to discussed and this is linked to their elevated

0:14:17.000 --> 0:14:20.760
<v Speaker 1>progesterone levels. So uh, and of course there's gonna be

0:14:20.760 --> 0:14:24.000
<v Speaker 1>other factors beyond that for every individual. Yeah. So I

0:14:24.040 --> 0:14:28.400
<v Speaker 1>think that there's certainly could be some amount of biological

0:14:29.000 --> 0:14:32.280
<v Speaker 1>instinctual response going on in the uncanny value effect, to

0:14:32.320 --> 0:14:34.840
<v Speaker 1>the extent that it exists. But I think also based

0:14:34.880 --> 0:14:36.800
<v Speaker 1>on what we've seen so far, that probably does not

0:14:36.880 --> 0:14:40.000
<v Speaker 1>account for all of it. Uh, And I think another

0:14:40.040 --> 0:14:44.080
<v Speaker 1>thing to consider would be going to more more complex

0:14:44.120 --> 0:14:48.520
<v Speaker 1>sort of cognitive psychology, such as cognitive dissonance. Now, if

0:14:48.600 --> 0:14:51.840
<v Speaker 1>you were to just ask me what I thought was

0:14:51.920 --> 0:14:55.240
<v Speaker 1>the most likely answer before I got into the research,

0:14:56.040 --> 0:14:58.480
<v Speaker 1>I would intuitively tend to think that the best answer

0:14:58.520 --> 0:15:02.880
<v Speaker 1>for what causes the uncanny value effect primarily is our

0:15:02.960 --> 0:15:07.120
<v Speaker 1>inherent discomfort with category confusions. Uh. This is something that

0:15:07.160 --> 0:15:09.480
<v Speaker 1>I think about a lot, in like the creation of

0:15:09.520 --> 0:15:12.000
<v Speaker 1>monster mythology and stuff like that. We we don't like

0:15:12.120 --> 0:15:15.880
<v Speaker 1>the feeling produced by by things that don't fit into

0:15:15.920 --> 0:15:19.960
<v Speaker 1>our normal taxonomys for objects in the world and seem

0:15:20.040 --> 0:15:24.080
<v Speaker 1>to violate our tax taxonomic ordering system. And this is

0:15:24.080 --> 0:15:27.040
<v Speaker 1>why I think monsters are so often hybrids of existing

0:15:27.120 --> 0:15:31.000
<v Speaker 1>things a bull's head on a man's body, things that

0:15:31.240 --> 0:15:36.080
<v Speaker 1>defy our intuitive classification rules. They make us uncomfortable and

0:15:36.200 --> 0:15:39.400
<v Speaker 1>cause a sense of unease, leading to this uncanny feeling.

0:15:40.280 --> 0:15:43.480
<v Speaker 1>So that that's what I would have intuitively said, Yeah,

0:15:43.480 --> 0:15:45.160
<v Speaker 1>that makes sense. Is it wolf or is it man?

0:15:45.320 --> 0:15:49.200
<v Speaker 1>Is it or is it man? Right? But negative affinity

0:15:49.280 --> 0:15:53.680
<v Speaker 1>resulting from this difficulty and assigning the entity to a category.

0:15:54.040 --> 0:15:57.680
<v Speaker 1>Is it robot or human. Despite my intuitive favor for

0:15:57.720 --> 0:16:00.800
<v Speaker 1>this explanation, I think it looks like your mental evidence

0:16:00.840 --> 0:16:03.080
<v Speaker 1>for this is not strong. And in fact, in some

0:16:03.120 --> 0:16:05.640
<v Speaker 1>ways some of the studies we've looked at have somewhat

0:16:05.680 --> 0:16:08.720
<v Speaker 1>invalidated this. For example, in the last episode at the end,

0:16:08.760 --> 0:16:11.720
<v Speaker 1>I was talking about that study by Mather and Rifling,

0:16:12.520 --> 0:16:15.720
<v Speaker 1>and it did not find evidence of a strong correlation

0:16:16.120 --> 0:16:19.400
<v Speaker 1>between here. Here's what you notice here, the time it

0:16:19.480 --> 0:16:23.920
<v Speaker 1>took people to rate the mechano humanoid qualities of a robot,

0:16:24.640 --> 0:16:28.760
<v Speaker 1>and that robot pictures likability. So if you were talking

0:16:28.760 --> 0:16:31.800
<v Speaker 1>it up to category confusion, you would probably think the

0:16:31.960 --> 0:16:35.280
<v Speaker 1>robots that people took the longest time to figure out

0:16:35.280 --> 0:16:39.160
<v Speaker 1>how to rate on the mechano humanoid scale, and those

0:16:39.200 --> 0:16:41.600
<v Speaker 1>would be the least likable, right, because they're the ones

0:16:41.640 --> 0:16:45.840
<v Speaker 1>causing the most category confusion. Right. But I mean you

0:16:45.840 --> 0:16:47.760
<v Speaker 1>could also say that, well, you're not maybe having not

0:16:47.880 --> 0:16:50.640
<v Speaker 1>a you're not having a visceral gut reaction to them either.

0:16:50.680 --> 0:16:53.480
<v Speaker 1>You haven't to think it out and try and you know,

0:16:53.560 --> 0:16:55.720
<v Speaker 1>analyze how you feel about it. Oh yeah, I'd say

0:16:55.720 --> 0:16:58.280
<v Speaker 1>that's exactly what we don't like. I mean, we like

0:16:58.400 --> 0:17:01.200
<v Speaker 1>to be able to viscerally category arise things. But but

0:17:01.240 --> 0:17:04.600
<v Speaker 1>then the uncanny valley is often, at least in terms

0:17:04.640 --> 0:17:06.359
<v Speaker 1>of the way you're going to find it invoked by

0:17:06.359 --> 0:17:09.919
<v Speaker 1>the average person. It's often discussed if it's as if

0:17:09.960 --> 0:17:12.479
<v Speaker 1>it's a visceral reaction, the sort of i'll kill it

0:17:12.480 --> 0:17:15.359
<v Speaker 1>with fire reaction people might have where I hate that

0:17:15.440 --> 0:17:17.720
<v Speaker 1>saying yes, I'm not a fan as well, especially when

0:17:17.720 --> 0:17:21.760
<v Speaker 1>it is applied to outside of of of fictional connotations. Right.

0:17:22.320 --> 0:17:24.960
<v Speaker 1>But so, they point out The authors here point out

0:17:25.000 --> 0:17:28.040
<v Speaker 1>that they did not find this. Uh. They point out

0:17:28.080 --> 0:17:31.359
<v Speaker 1>that it's just not a fact that the things that

0:17:31.440 --> 0:17:34.480
<v Speaker 1>took longer to look at and decide where the least likable.

0:17:34.560 --> 0:17:38.000
<v Speaker 1>Though while this is not statistically important, just as a

0:17:38.040 --> 0:17:41.040
<v Speaker 1>point of curiosity, the single face that took the longest

0:17:41.119 --> 0:17:44.840
<v Speaker 1>to rate on the mechanical versus humanoid quality was also

0:17:45.040 --> 0:17:48.080
<v Speaker 1>just about the most disliked face in their whole collection

0:17:48.160 --> 0:17:51.280
<v Speaker 1>of faces, But that was just like one outlier overall,

0:17:51.320 --> 0:17:55.560
<v Speaker 1>this did not present as a general effect. Other studies

0:17:55.560 --> 0:17:58.160
<v Speaker 1>have also looked into this and have failed to find

0:17:58.200 --> 0:18:01.320
<v Speaker 1>solid evidence for category confused and as the primary driver

0:18:01.480 --> 0:18:05.160
<v Speaker 1>of the negative affinity at the bottom of the uncanny valley.

0:18:05.200 --> 0:18:07.800
<v Speaker 1>So it looks like my intuitions here I think are wrong.

0:18:08.480 --> 0:18:11.840
<v Speaker 1>But there's something that's kind of related as an idea

0:18:11.880 --> 0:18:15.920
<v Speaker 1>that's been explored, and that is the idea of perceptual mismatch.

0:18:16.520 --> 0:18:20.360
<v Speaker 1>So several authors have advocated the idea that this perceptual

0:18:20.480 --> 0:18:24.160
<v Speaker 1>mismatch could be the primary cause of what we don't

0:18:24.200 --> 0:18:27.400
<v Speaker 1>like about things that we would intuitively say fall into

0:18:27.400 --> 0:18:30.680
<v Speaker 1>the uncanny valley. So one piece of research I want

0:18:30.680 --> 0:18:33.840
<v Speaker 1>to mention is a sort of review by uh Cat

0:18:33.920 --> 0:18:37.320
<v Speaker 1>Siri that is a review of empirical evidence on different

0:18:37.400 --> 0:18:41.879
<v Speaker 1>uncanny valley hypotheses support for perceptual mismatch as one road

0:18:41.960 --> 0:18:44.399
<v Speaker 1>to the valley of eeriness that gott to give it

0:18:44.440 --> 0:18:49.639
<v Speaker 1>a different name, apparently in Frontiers in Psychology. And so

0:18:49.680 --> 0:18:53.280
<v Speaker 1>in this study, the author's review present research and claim

0:18:53.400 --> 0:18:56.520
<v Speaker 1>that experimental research attempting to show the uncanny valley has

0:18:56.520 --> 0:18:59.880
<v Speaker 1>been inconsistent. They don't exactly say that the uncanny valley

0:19:00.000 --> 0:19:03.000
<v Speaker 1>doesn't exist, but that it's not as simple as often

0:19:03.040 --> 0:19:05.120
<v Speaker 1>believed to be. Something we've been saying for a while now.

0:19:05.200 --> 0:19:09.600
<v Speaker 1>It's it's not that any manipulation of the variable of

0:19:09.680 --> 0:19:14.399
<v Speaker 1>human likeness leads to Uncanny Valley effects. So, in other words,

0:19:14.520 --> 0:19:17.520
<v Speaker 1>that the horizontal axis on the graph is more complicated

0:19:17.600 --> 0:19:20.399
<v Speaker 1>than just the question of how realistically human is it.

0:19:20.480 --> 0:19:22.440
<v Speaker 1>I've seen this come up enough now that I'm pretty

0:19:22.440 --> 0:19:26.040
<v Speaker 1>convinced that that is not necessarily the only or even

0:19:26.080 --> 0:19:29.560
<v Speaker 1>the primary factor here. But they still recognize that there

0:19:29.640 --> 0:19:31.399
<v Speaker 1>is some kind of effect here. So they claim that

0:19:31.440 --> 0:19:34.879
<v Speaker 1>there's evidence against the category confusion basis that we were

0:19:34.920 --> 0:19:37.400
<v Speaker 1>just talking about. But they claim that there has been

0:19:37.400 --> 0:19:41.040
<v Speaker 1>good evidence in support of the perceptual mismatch hypothesis, And

0:19:41.080 --> 0:19:42.919
<v Speaker 1>I want to read what they say. They say quote

0:19:43.160 --> 0:19:47.280
<v Speaker 1>taken together, The present review suggested that although not any

0:19:47.400 --> 0:19:50.520
<v Speaker 1>kind of human likeness manipulation leads to the uncanny Valley,

0:19:50.520 --> 0:19:54.720
<v Speaker 1>the uncanny valley could be caused by more specific perceptual

0:19:54.800 --> 0:19:59.600
<v Speaker 1>mismatch conditions. Such conditions could originate at least from inconsistent

0:19:59.760 --> 0:20:04.160
<v Speaker 1>real is um levels between individual features, and the examples

0:20:04.160 --> 0:20:07.480
<v Speaker 1>they give would be like artificial eyes on a human

0:20:07.520 --> 0:20:11.479
<v Speaker 1>like face, or the presence of atypical features such as

0:20:11.560 --> 0:20:16.320
<v Speaker 1>a typically large eyes on an otherwise humanlike character. So

0:20:16.359 --> 0:20:19.840
<v Speaker 1>what they're saying there is not necessarily that you can't

0:20:19.880 --> 0:20:22.600
<v Speaker 1>tell whether it's a robot or a human, but that

0:20:22.800 --> 0:20:25.359
<v Speaker 1>there have been multiple experiments that seem to show people

0:20:25.400 --> 0:20:30.520
<v Speaker 1>are unsettled and made unhappy by things where the features

0:20:30.560 --> 0:20:33.400
<v Speaker 1>on the face or the features of the figure as

0:20:33.400 --> 0:20:38.239
<v Speaker 1>a whole are inconsistently realistic. Like we're more okay with

0:20:38.280 --> 0:20:42.840
<v Speaker 1>a robot that's consistently realistic at a certain level at

0:20:42.880 --> 0:20:46.720
<v Speaker 1>maybe say seventy percent, than something that has eyes at

0:20:46.800 --> 0:20:52.439
<v Speaker 1>nine percent and skin attent. This reminds me. This is

0:20:52.480 --> 0:20:53.560
<v Speaker 1>just coming off the top of my head. So I

0:20:53.600 --> 0:20:56.560
<v Speaker 1>don't have the artist's name here, but there's there's an

0:20:56.600 --> 0:20:59.480
<v Speaker 1>artist who's worth made the rounds where they took cartoon characters,

0:21:00.040 --> 0:21:03.960
<v Speaker 1>they depicted them realistically. So it's Simpson. Yes, Homer Simpson

0:21:04.040 --> 0:21:07.280
<v Speaker 1>with like pores on his skin, you know, like horrible. Yeah,

0:21:08.200 --> 0:21:09.680
<v Speaker 1>So that comes to mind. It is a kind of

0:21:09.680 --> 0:21:12.159
<v Speaker 1>a possible example of this. Yeah, I think that's a

0:21:12.160 --> 0:21:14.600
<v Speaker 1>good explanation. So I want to get into my main

0:21:14.680 --> 0:21:17.400
<v Speaker 1>takeaways from looking at the Uncanny Valley research so far.

0:21:17.440 --> 0:21:19.240
<v Speaker 1>Maybe you can let me know what you think about this.

0:21:19.760 --> 0:21:22.200
<v Speaker 1>I'd say, first of all, I think the Uncanny Valley

0:21:22.280 --> 0:21:24.919
<v Speaker 1>is a real thing, but it's not as simple as

0:21:24.960 --> 0:21:28.880
<v Speaker 1>Maury's original hypothesis would lead you to believe. Uh. First

0:21:28.920 --> 0:21:32.080
<v Speaker 1>of all, people definitely do get creeped out by lots

0:21:32.119 --> 0:21:36.680
<v Speaker 1>of almost human looking things, But it's not necessarily just

0:21:36.840 --> 0:21:41.879
<v Speaker 1>that the near failed human realism is what makes them unsettling.

0:21:41.880 --> 0:21:45.040
<v Speaker 1>There are other things that appear to be making them unsettling, though,

0:21:45.080 --> 0:21:49.359
<v Speaker 1>that the near humanness plays some kind of role. And

0:21:49.400 --> 0:21:51.000
<v Speaker 1>the other big thing is that there appear to be

0:21:51.080 --> 0:21:56.280
<v Speaker 1>multiple dimensions to explain the phenomenon. Right, So, synthetic humanoid images,

0:21:56.280 --> 0:22:01.359
<v Speaker 1>whether robotic or animated, offer multiple dimensions of attraction and revulsion.

0:22:01.800 --> 0:22:05.400
<v Speaker 1>I think it's possible that there are some biologically triggered effects,

0:22:05.760 --> 0:22:08.840
<v Speaker 1>the appearance of health or disease, the appearance of life

0:22:08.920 --> 0:22:11.360
<v Speaker 1>or death. But then I think there are possibly other

0:22:11.400 --> 0:22:17.040
<v Speaker 1>things triggered by psychological cognitive dissonance. Probably not category confusion, um,

0:22:17.200 --> 0:22:20.320
<v Speaker 1>but but some good evidence for this idea of the

0:22:20.359 --> 0:22:24.440
<v Speaker 1>perceptual mismatch being the cause. And then the final thing

0:22:24.680 --> 0:22:29.200
<v Speaker 1>is that the Uncanny Valley effect is context dependent. How

0:22:29.240 --> 0:22:32.440
<v Speaker 1>long have you been exposed to the image in what's setting?

0:22:33.160 --> 0:22:35.440
<v Speaker 1>Is it part of a narrative or some other context

0:22:35.560 --> 0:22:38.320
<v Speaker 1>in which you're being asked to suspend your disbelief or

0:22:38.359 --> 0:22:42.560
<v Speaker 1>otherwise put yourself in a state of openness. Robert, what

0:22:42.560 --> 0:22:44.239
<v Speaker 1>do you think about all this so far? You've got

0:22:44.280 --> 0:22:47.760
<v Speaker 1>any disagreement? No, I mean I feel like my view

0:22:47.760 --> 0:22:50.680
<v Speaker 1>on it closely lines up with with with yours here

0:22:50.720 --> 0:22:53.640
<v Speaker 1>basically that it's just that there is an effect going on,

0:22:53.720 --> 0:22:57.600
<v Speaker 1>but it's far it's far more nuanced than simply oh

0:22:57.640 --> 0:23:00.760
<v Speaker 1>these are these are the factors that make something fall

0:23:00.840 --> 0:23:04.600
<v Speaker 1>into the uncanny valley, not just how realistically human. There's

0:23:04.640 --> 0:23:07.080
<v Speaker 1>there's other stuff going on, right, and not just a

0:23:07.119 --> 0:23:12.120
<v Speaker 1>mere hybridization. I was instantly thinking about um, the borg

0:23:12.200 --> 0:23:15.360
<v Speaker 1>and uh and occasionally, you know the sort of sexy

0:23:15.400 --> 0:23:19.119
<v Speaker 1>boards that show up in the Star Trek universe, like

0:23:19.160 --> 0:23:23.720
<v Speaker 1>there's there's clearly category confusion going on there, but they're

0:23:23.760 --> 0:23:27.720
<v Speaker 1>they're not depicted as particularly uncanny, like it was the

0:23:27.760 --> 0:23:31.280
<v Speaker 1>board Queen. Was she uncanny kind of? I don't know.

0:23:31.440 --> 0:23:33.040
<v Speaker 1>I mean, even when I'm not a big fan of

0:23:33.080 --> 0:23:38.800
<v Speaker 1>the way the board look well, but the outside of

0:23:38.800 --> 0:23:41.199
<v Speaker 1>the board. You can also think of, you know, various

0:23:41.240 --> 0:23:45.360
<v Speaker 1>sort of hybrid human creatures depicted in fantasy and fiction

0:23:45.840 --> 0:23:48.719
<v Speaker 1>that that are created in such a way to the

0:23:48.720 --> 0:23:53.240
<v Speaker 1>the alluring. Uh, like they managed to fetishize the inhuman

0:23:53.320 --> 0:23:57.840
<v Speaker 1>qualities of them the category confusion. Yeah, uh yeah. It

0:23:57.880 --> 0:24:01.119
<v Speaker 1>makes me think that there are certain qualities of the

0:24:01.200 --> 0:24:04.639
<v Speaker 1>human appearance that, if altered, are much more significant in

0:24:04.720 --> 0:24:08.359
<v Speaker 1>terms of our affects response than others. So it could

0:24:08.440 --> 0:24:10.399
<v Speaker 1>be I'm just making this up. I don't know if

0:24:10.440 --> 0:24:14.479
<v Speaker 1>this is true, but that like getting the getting the

0:24:14.640 --> 0:24:18.560
<v Speaker 1>size of the eyes wrong could quite easily lead to

0:24:18.600 --> 0:24:22.600
<v Speaker 1>a disgust response and revulsion, but getting the size of

0:24:22.640 --> 0:24:26.359
<v Speaker 1>the nose wrong wouldn't. Does that make sense? Yeah? Yeah,

0:24:26.480 --> 0:24:29.480
<v Speaker 1>or just thinking of eyes like definitely, making the eyes

0:24:30.080 --> 0:24:33.720
<v Speaker 1>inappropriately large leads a creepy factor, and this is often employed.

0:24:34.440 --> 0:24:38.320
<v Speaker 1>I instantly think of the vampire movie. What twenty thirty

0:24:38.400 --> 0:24:40.760
<v Speaker 1>days of Night is that the name of it? Oh,

0:24:40.920 --> 0:24:42.480
<v Speaker 1>something like that, Yeah, where they did some sort of

0:24:42.520 --> 0:24:44.720
<v Speaker 1>digital effect to make ory. I don't remember the number,

0:24:45.440 --> 0:24:48.600
<v Speaker 1>some number of days of PPD days of night. Um,

0:24:48.920 --> 0:24:53.119
<v Speaker 1>I didn't actually see if the trailers were we're certainly interesting.

0:24:53.560 --> 0:24:55.520
<v Speaker 1>But likewise, if you just take an individual and have

0:24:55.600 --> 0:24:58.840
<v Speaker 1>them wear blackout contact lenses, yeah, like that is often

0:24:58.960 --> 0:25:00.800
<v Speaker 1>sometimes that's played up for creepiness, but a lot of

0:25:00.800 --> 0:25:04.080
<v Speaker 1>times it's played up for to be alluring. You'll have uh,

0:25:04.480 --> 0:25:08.520
<v Speaker 1>male or female characters that are are otherwise dressed in

0:25:08.560 --> 0:25:11.040
<v Speaker 1>some alluring fashion, but they have blacked out eyes and

0:25:11.080 --> 0:25:14.560
<v Speaker 1>it's who it's kind of like supernatural, sexy cool, as

0:25:14.560 --> 0:25:16.639
<v Speaker 1>opposed to just like, oh my god, why why are

0:25:16.640 --> 0:25:21.719
<v Speaker 1>your eyes pits of darkness? Yeah, but maybe that's just me. Okay, Well,

0:25:21.760 --> 0:25:23.320
<v Speaker 1>I think we should take a quick break and when

0:25:23.320 --> 0:25:30.760
<v Speaker 1>we come back, we will go beyond the Uncanny Valley.

0:25:31.400 --> 0:25:34.560
<v Speaker 1>All right, we're back, Okay, So Robert, I can recall

0:25:34.680 --> 0:25:37.440
<v Speaker 1>discussions going back for years about whether we're going to

0:25:37.520 --> 0:25:39.560
<v Speaker 1>make it out of the Uncanny Valley in the realm

0:25:39.600 --> 0:25:42.399
<v Speaker 1>of robotics or animation, And I think from here on

0:25:42.880 --> 0:25:45.960
<v Speaker 1>I want to focus primarily on animation, just just to

0:25:46.040 --> 0:25:49.000
<v Speaker 1>keep us focused. And I think there are actually two

0:25:49.000 --> 0:25:52.960
<v Speaker 1>separate questions here, assuming that the Uncanny Valley is to

0:25:53.119 --> 0:25:55.800
<v Speaker 1>some extent to go heerent idea. We've already explained all

0:25:55.840 --> 0:25:58.800
<v Speaker 1>the ways in which it's obviously way more complicated than

0:25:58.840 --> 0:26:03.800
<v Speaker 1>the naive popular culture culture understanding of it. But the

0:26:03.880 --> 0:26:07.760
<v Speaker 1>two big questions. Number one, can we make realistic looking

0:26:07.840 --> 0:26:11.240
<v Speaker 1>humanoid characters that aren't creepy I think the answer here

0:26:11.280 --> 0:26:14.560
<v Speaker 1>is yes, I think it's not a two dimensional graph.

0:26:14.640 --> 0:26:16.879
<v Speaker 1>I think you can make things that aren't quite photo

0:26:16.920 --> 0:26:21.160
<v Speaker 1>realistic but look realistic that aren't creepy. Current generation video

0:26:21.200 --> 0:26:23.639
<v Speaker 1>games have been doing this, and as I mentioned in

0:26:23.640 --> 0:26:26.119
<v Speaker 1>the last episode, I think that their tricks to doing

0:26:26.160 --> 0:26:30.159
<v Speaker 1>this it's apparently in achieving like the right combination of

0:26:30.240 --> 0:26:33.760
<v Speaker 1>realistic traits and unrealistic traits that maybe you would just

0:26:33.920 --> 0:26:37.119
<v Speaker 1>land on by doing trial and error in design over time.

0:26:37.600 --> 0:26:41.600
<v Speaker 1>You would never mistake these characters for photographs of real humans.

0:26:42.080 --> 0:26:45.720
<v Speaker 1>But they're also not cartoony. They've got this feeling of

0:26:45.920 --> 0:26:49.919
<v Speaker 1>really real ishness, if you know what I mean. But

0:26:50.000 --> 0:26:53.480
<v Speaker 1>they've they've they've attained sort of a generally acceptable plateau

0:26:53.680 --> 0:26:57.520
<v Speaker 1>of realistic affect, but they're not skewing into these different

0:26:57.600 --> 0:27:01.600
<v Speaker 1>danger zones adjacent photo real is him where the shortcomings

0:27:01.640 --> 0:27:04.200
<v Speaker 1>become creepy and off putting and we don't like it.

0:27:05.800 --> 0:27:08.600
<v Speaker 1>Then there would be another question, and that's just can

0:27:08.680 --> 0:27:13.720
<v Speaker 1>we make animated characters that are robustly indistinguishable from human like?

0:27:13.760 --> 0:27:16.240
<v Speaker 1>Can we get all the way up the other side

0:27:16.480 --> 0:27:20.760
<v Speaker 1>of the mountain, up to the peak of reality? And

0:27:20.920 --> 0:27:23.520
<v Speaker 1>last week, if you'd asked me, my personal answer would

0:27:23.520 --> 0:27:26.240
<v Speaker 1>have been no, not yet. But I think that's actually

0:27:26.280 --> 0:27:29.240
<v Speaker 1>not as clear cut as we would first guess, because

0:27:29.280 --> 0:27:31.520
<v Speaker 1>you think that perhaps many of the humans we see

0:27:31.520 --> 0:27:35.439
<v Speaker 1>on TV are actually digital creations. Oh I know for

0:27:35.520 --> 0:27:40.600
<v Speaker 1>a fact that that who's that guy, that Jimmy Fallon guy.

0:27:40.720 --> 0:27:45.359
<v Speaker 1>Oh yeah, Jimmy Fallon might be a computer generated that

0:27:45.480 --> 0:27:48.159
<v Speaker 1>is not a person. He has been generated by a

0:27:48.160 --> 0:27:53.159
<v Speaker 1>computer that's in Palo Alto, California. It's a supercomputer. I mean,

0:27:53.160 --> 0:27:55.680
<v Speaker 1>it's a really good computer. But yeah, Well, I often

0:27:55.720 --> 0:27:58.720
<v Speaker 1>feel the same way about Michael Fastbender, And granted it's

0:27:58.720 --> 0:28:01.280
<v Speaker 1>complicated by the fact that he has he has a

0:28:01.359 --> 0:28:04.919
<v Speaker 1>thing for playing androids recently, but at times you're just like, no,

0:28:05.160 --> 0:28:07.359
<v Speaker 1>he's just a little too handsome. There's something in human

0:28:07.400 --> 0:28:10.879
<v Speaker 1>about this, this man's handsomeness, in his charm. So I

0:28:10.920 --> 0:28:13.639
<v Speaker 1>want to talk about one thing that is that has

0:28:13.680 --> 0:28:16.640
<v Speaker 1>given me pause on this subject, and it's going back

0:28:16.680 --> 0:28:18.000
<v Speaker 1>to what we talked about at the beginning of the

0:28:18.080 --> 0:28:21.840
<v Speaker 1>last episode Rogue one. Yes, So back to the c

0:28:22.000 --> 0:28:24.640
<v Speaker 1>G I grandmof Tarken when I saw when I first

0:28:24.680 --> 0:28:26.600
<v Speaker 1>saw Rogue one, I liked a lot of things about

0:28:26.600 --> 0:28:28.720
<v Speaker 1>the movie. But I did not really like the the

0:28:28.800 --> 0:28:32.719
<v Speaker 1>c g I Tarken, the the almost Peter Cushing was

0:28:33.320 --> 0:28:36.040
<v Speaker 1>very very good, and I really mean that, I mean

0:28:36.720 --> 0:28:40.280
<v Speaker 1>shockingly good, but still not quite real to me, still

0:28:40.360 --> 0:28:44.160
<v Speaker 1>kind of distracting because of how slightly off it was.

0:28:44.320 --> 0:28:47.080
<v Speaker 1>I would not have mistaken it for a real person.

0:28:47.680 --> 0:28:50.240
<v Speaker 1>But the other day I was talking in the office

0:28:50.280 --> 0:28:53.200
<v Speaker 1>to Holly fry Who. It's Holly a Star Wars fan.

0:28:54.760 --> 0:28:56.760
<v Speaker 1>She's so, she's one of the hosts of Stuff You

0:28:56.800 --> 0:28:58.880
<v Speaker 1>Missed in History Class, one of our one of our

0:28:59.440 --> 0:29:02.600
<v Speaker 1>podcast in the podcast family here. Yeah, she has hands

0:29:02.640 --> 0:29:05.320
<v Speaker 1>down the most Star Wars knowledgeable person in the office

0:29:05.360 --> 0:29:08.360
<v Speaker 1>in an office full of nerds. Yeah, I should point

0:29:08.400 --> 0:29:12.280
<v Speaker 1>out that Holly has slash had like a golden ticket

0:29:12.320 --> 0:29:14.479
<v Speaker 1>to go see Rogue one anytime she wanted to at

0:29:14.520 --> 0:29:18.360
<v Speaker 1>the theater. What are you serious? And serious? This is? Yeah? Yeah,

0:29:18.400 --> 0:29:20.960
<v Speaker 1>leget where'd that come from? I don't know, I don't know.

0:29:21.000 --> 0:29:23.280
<v Speaker 1>I'm not I'm not at that level of a fandom

0:29:23.320 --> 0:29:25.840
<v Speaker 1>where I'm even offered such things. I know. So if

0:29:26.160 --> 0:29:28.160
<v Speaker 1>you want to have a funny experience, go up to

0:29:28.200 --> 0:29:32.280
<v Speaker 1>Holly and just like ask some really obscure random question

0:29:32.360 --> 0:29:35.240
<v Speaker 1>about Star Wars where you think it could not be

0:29:35.360 --> 0:29:38.960
<v Speaker 1>possible that there's an actual answer to this, like, oh,

0:29:39.040 --> 0:29:42.040
<v Speaker 1>that stormtrooper on the left, where did he? What planet

0:29:42.080 --> 0:29:44.400
<v Speaker 1>was he born on? Holly will have an answer. She'll

0:29:44.440 --> 0:29:46.840
<v Speaker 1>be like, oh, that was actually addressed in dialogue in

0:29:46.880 --> 0:29:50.360
<v Speaker 1>the Greek dub of this episode of Clone Wars. So

0:29:50.480 --> 0:29:53.160
<v Speaker 1>Holly has amazing Star Wars knowledge. She is super fun

0:29:53.200 --> 0:29:56.160
<v Speaker 1>to talk to about the Star Wars universe. But anyway,

0:29:56.600 --> 0:29:58.840
<v Speaker 1>Holly pointed out that while a lot of people like

0:29:58.960 --> 0:30:01.160
<v Speaker 1>me were saying that the c G I. Tarkan was

0:30:01.200 --> 0:30:04.760
<v Speaker 1>a few pixels short of escaping the valley, then again,

0:30:04.800 --> 0:30:07.280
<v Speaker 1>there were plenty of people, including some older people that

0:30:07.400 --> 0:30:10.560
<v Speaker 1>she knew, who couldn't tell that it wasn't a real person.

0:30:11.080 --> 0:30:14.480
<v Speaker 1>They literally they couldn't tell. Well, I'm worried about my

0:30:14.560 --> 0:30:17.280
<v Speaker 1>viewing upcoming viewing of the film because I have I've

0:30:17.320 --> 0:30:21.840
<v Speaker 1>been preconditioned to have a certain response to the to

0:30:21.960 --> 0:30:25.440
<v Speaker 1>the Tarkan bot here. Oh, I'm sorry that we've had

0:30:25.440 --> 0:30:27.520
<v Speaker 1>this discussion before you were able to see the movie

0:30:27.560 --> 0:30:30.840
<v Speaker 1>for yourself. It'll be interesting being preconditioned. Will I go

0:30:30.920 --> 0:30:34.880
<v Speaker 1>into it, you know, expecting an abomination, and like that

0:30:35.000 --> 0:30:37.440
<v Speaker 1>the level of detail will overwhelm me and it won't matter.

0:30:37.920 --> 0:30:40.040
<v Speaker 1>Or am I going to go into there and nothing

0:30:40.120 --> 0:30:41.960
<v Speaker 1>is gonna fool me because I'm gonna be looking for

0:30:41.960 --> 0:30:46.440
<v Speaker 1>the cracks, You know, I can. I can put myself

0:30:46.440 --> 0:30:51.480
<v Speaker 1>in a mindset where I think it's possible. I might

0:30:51.520 --> 0:30:54.160
<v Speaker 1>not have known that it was a c g I

0:30:54.200 --> 0:30:56.760
<v Speaker 1>effect if I wasn't familiar with what to look for,

0:30:56.840 --> 0:30:58.680
<v Speaker 1>Like if I didn't watch a lot of movies that

0:30:58.800 --> 0:31:00.960
<v Speaker 1>had c g I effects in them, and if I

0:31:01.000 --> 0:31:03.680
<v Speaker 1>didn't complain about c g I a lot. I'm sorry,

0:31:03.680 --> 0:31:07.400
<v Speaker 1>guilty is I'm guilty of that? Uh? If I wasn't

0:31:07.480 --> 0:31:11.280
<v Speaker 1>aware that Peter Cushing was dead, Um, if it wasn't

0:31:11.320 --> 0:31:13.400
<v Speaker 1>if I wasn't sort of prepared to see a lot

0:31:13.440 --> 0:31:15.760
<v Speaker 1>of high tech c g I by virtue of the

0:31:15.800 --> 0:31:18.480
<v Speaker 1>fact that I'm sitting in a theater for a Lucasfilm movie,

0:31:18.960 --> 0:31:21.240
<v Speaker 1>all those things. If you took away all the context

0:31:21.320 --> 0:31:25.080
<v Speaker 1>and my pre knowledge, I'm very might possibly have fallen

0:31:25.120 --> 0:31:27.440
<v Speaker 1>for it. I think I might have just it might

0:31:27.480 --> 0:31:29.520
<v Speaker 1>have just gone past me. If I was absorbed in

0:31:29.520 --> 0:31:31.840
<v Speaker 1>the story, I might have thought, Yeah, it's kind of strange.

0:31:31.880 --> 0:31:35.440
<v Speaker 1>Looking dude. But it's just a dude, and I think

0:31:35.480 --> 0:31:39.320
<v Speaker 1>it gets better or worse depending on your perspective. So

0:31:39.400 --> 0:31:44.880
<v Speaker 1>I have in October newspiece from BBC Asia here about

0:31:44.880 --> 0:31:49.800
<v Speaker 1>a character called Saia, a computer animated character created by

0:31:49.920 --> 0:31:53.320
<v Speaker 1>the Japanese husband and wife graphic design team Terry Yuki

0:31:53.400 --> 0:31:56.800
<v Speaker 1>and Yuka Ishikawa. And I mentioned this one in particular

0:31:56.840 --> 0:31:58.719
<v Speaker 1>because before we did this episode, I went and I

0:31:58.760 --> 0:32:00.840
<v Speaker 1>looked up what can that ared a lot of the

0:32:00.880 --> 0:32:05.560
<v Speaker 1>most realistic c g I character creations, the most impressive animations,

0:32:06.040 --> 0:32:08.120
<v Speaker 1>this one came up, and I think this was the

0:32:08.120 --> 0:32:12.000
<v Speaker 1>most impressive to me. It's probably the most photo real

0:32:12.600 --> 0:32:16.320
<v Speaker 1>computer generated human I've come across so far. So Siah

0:32:16.480 --> 0:32:19.400
<v Speaker 1>is supposed to be a seventeen year old Japanese student

0:32:20.080 --> 0:32:22.760
<v Speaker 1>and the creators have been working on her design for

0:32:22.800 --> 0:32:25.840
<v Speaker 1>a couple of years now, and as versions of Siah

0:32:25.920 --> 0:32:28.720
<v Speaker 1>have been posted on the Internet, people have widely reacted

0:32:28.720 --> 0:32:31.760
<v Speaker 1>with comments like I can't believe that's not a real person,

0:32:32.920 --> 0:32:35.520
<v Speaker 1>and I kind of have to agree. I'm looking at

0:32:35.560 --> 0:32:37.760
<v Speaker 1>these these pictures of her. There are a couple of

0:32:37.760 --> 0:32:41.720
<v Speaker 1>different generations of her design up, and the most recent

0:32:41.720 --> 0:32:45.880
<v Speaker 1>one just looks like a photograph of a person. Yeah,

0:32:45.920 --> 0:32:48.960
<v Speaker 1>I I can't tell that that is not a person.

0:32:49.160 --> 0:32:53.680
<v Speaker 1>I I have no recourse to critical faculties in my

0:32:53.720 --> 0:32:56.080
<v Speaker 1>mind that would say no, here's where you can tell

0:32:56.160 --> 0:32:59.200
<v Speaker 1>that that's not a real person. Now, at the same time,

0:32:59.240 --> 0:33:00.720
<v Speaker 1>I do have to come to to come in a

0:33:00.800 --> 0:33:03.520
<v Speaker 1>made earlier that that this is also a it's a

0:33:03.640 --> 0:33:06.840
<v Speaker 1>it's a it's a pretty face, it's a very standard

0:33:06.880 --> 0:33:10.480
<v Speaker 1>face like this is this is leading lady material. Whereas

0:33:10.840 --> 0:33:12.880
<v Speaker 1>I think it gets more problematic when you look at

0:33:12.920 --> 0:33:16.760
<v Speaker 1>the character actor type figures such as Peter Cushing exactly.

0:33:16.840 --> 0:33:19.520
<v Speaker 1>They have such a distinctive face, yes, and Peter Cushing.

0:33:19.840 --> 0:33:22.040
<v Speaker 1>So this is one thing that helps, I think is

0:33:22.080 --> 0:33:26.800
<v Speaker 1>that it's a young character who has very smooth features. Uh,

0:33:26.840 --> 0:33:29.480
<v Speaker 1>Peter Cushing has a lot of cracks and crags, a

0:33:29.560 --> 0:33:31.479
<v Speaker 1>lot of wrinkles, And I think that that may actually

0:33:31.520 --> 0:33:35.400
<v Speaker 1>be simply having more texture on your face could make

0:33:35.440 --> 0:33:38.479
<v Speaker 1>it much more difficult to make a photo real copy

0:33:38.560 --> 0:33:42.840
<v Speaker 1>of you. That's entirely possible. But to get back to Saia.

0:33:43.000 --> 0:33:46.760
<v Speaker 1>So in October of last year, the Artist's debuted the

0:33:46.800 --> 0:33:50.800
<v Speaker 1>first animated clip of Siah, which they created using motion

0:33:50.840 --> 0:33:54.760
<v Speaker 1>capture technology, and they debuted at a Japanese consumer electronics show.

0:33:55.520 --> 0:33:59.280
<v Speaker 1>I watched this footage, and I think Maury's distinction about

0:33:59.320 --> 0:34:03.800
<v Speaker 1>having different standards for motion and still images does apply,

0:34:03.960 --> 0:34:07.200
<v Speaker 1>because while with the still image, I can't tell that's

0:34:07.240 --> 0:34:10.600
<v Speaker 1>not a real person, with the short animated clip, I can.

0:34:10.760 --> 0:34:12.560
<v Speaker 1>I can tell it's not a real person, but it's

0:34:12.560 --> 0:34:18.520
<v Speaker 1>still very very impressive, not as absolutely photo real as

0:34:18.520 --> 0:34:21.880
<v Speaker 1>the still images. But I don't know. I wonder to

0:34:21.960 --> 0:34:26.239
<v Speaker 1>what extent this gap is just um that motion animation

0:34:26.280 --> 0:34:29.400
<v Speaker 1>is a bigger technical project, it takes more investment and

0:34:29.440 --> 0:34:32.400
<v Speaker 1>money and all that um, And to what extent the

0:34:32.400 --> 0:34:36.000
<v Speaker 1>gap is within the viewers mind? Essentially, to what extent

0:34:36.080 --> 0:34:38.480
<v Speaker 1>it's caused by the fact that the climb out of

0:34:38.520 --> 0:34:42.560
<v Speaker 1>the uncanny valley is steeper if you're moving. Now. I

0:34:42.600 --> 0:34:44.719
<v Speaker 1>know we're not talking about robots here, but this, of course,

0:34:44.760 --> 0:34:47.120
<v Speaker 1>this brings up the thought that as where as we

0:34:47.160 --> 0:34:51.000
<v Speaker 1>attempt to conquer this in the realm of humanoid robotics,

0:34:51.680 --> 0:34:54.319
<v Speaker 1>you're gonna inevitably have situations where oh, it looks just

0:34:54.360 --> 0:34:56.600
<v Speaker 1>like a person that it's walking down the street, but

0:34:56.680 --> 0:35:00.000
<v Speaker 1>if it climbs stairs, there you go it's not necessarily

0:35:00.200 --> 0:35:03.160
<v Speaker 1>edge to oh nine, there it lays in the air,

0:35:03.480 --> 0:35:05.640
<v Speaker 1>but maybe there would be something telling like, oh, it

0:35:05.680 --> 0:35:07.640
<v Speaker 1>looks like a human most of the time. But they're

0:35:07.640 --> 0:35:12.880
<v Speaker 1>gonna be certain movements, certain environmental reactions that are just

0:35:12.920 --> 0:35:15.920
<v Speaker 1>not going to hold up to scrutiny, right, So, I

0:35:15.920 --> 0:35:18.520
<v Speaker 1>don't know. Looking at these things, looking at Tarkan in

0:35:18.840 --> 0:35:22.000
<v Speaker 1>Rogue one, looking at Siah, I think it's clear that

0:35:22.040 --> 0:35:25.880
<v Speaker 1>we're getting closer and closer to really bridging the gap

0:35:26.080 --> 0:35:31.520
<v Speaker 1>on indistinguishable photo real humanity and computer animation. Whether you'd

0:35:31.520 --> 0:35:34.080
<v Speaker 1>call that an uncanny value or not. Obviously this is

0:35:34.120 --> 0:35:38.000
<v Speaker 1>a related but maybe different issue. What we're definitely drawing

0:35:38.040 --> 0:35:41.759
<v Speaker 1>near is that peak of reality where there are synthetically

0:35:41.760 --> 0:35:45.440
<v Speaker 1>generated images of humans that you can't tell from the

0:35:45.520 --> 0:35:49.600
<v Speaker 1>real thing. And since things in the uncanny value are creepy,

0:35:49.640 --> 0:35:52.120
<v Speaker 1>I think we usually just assume that overcoming it is

0:35:52.120 --> 0:35:55.359
<v Speaker 1>a good thing, right, like designs getting better? Uh, and't

0:35:55.360 --> 0:35:57.400
<v Speaker 1>it kind of cool that we can generate these photo

0:35:57.440 --> 0:36:02.000
<v Speaker 1>real images without without actually having to photograph someone. But

0:36:02.160 --> 0:36:04.919
<v Speaker 1>I'm not so sure that's a good thing. I think

0:36:04.960 --> 0:36:07.359
<v Speaker 1>we should maybe think about the implications of this, like

0:36:08.000 --> 0:36:11.880
<v Speaker 1>what would happen in the world where human simulations, especially

0:36:11.920 --> 0:36:16.719
<v Speaker 1>computer animation, can reliably climb up that second peak. So

0:36:16.840 --> 0:36:18.600
<v Speaker 1>we are going to take a quick break and when

0:36:18.600 --> 0:36:25.040
<v Speaker 1>we come back, we will go beyond the Uncanny Valley.

0:36:25.920 --> 0:36:28.000
<v Speaker 1>All right, we're back. You know, I'm glad you brought

0:36:28.040 --> 0:36:29.879
<v Speaker 1>up this idea of you know, is it a bad thing?

0:36:29.920 --> 0:36:32.000
<v Speaker 1>Is it a good thing? It does remind me of

0:36:32.040 --> 0:36:33.920
<v Speaker 1>a fabulous book that came out a few years back.

0:36:33.960 --> 0:36:35.880
<v Speaker 1>I think I just referenced it in our Sex Spots

0:36:35.920 --> 0:36:40.480
<v Speaker 1>episode toddled The wind Up Girl by Paolo bag Um.

0:36:40.520 --> 0:36:44.560
<v Speaker 1>It's a near future science fiction tale, just really a

0:36:44.560 --> 0:36:48.279
<v Speaker 1>wonderful novel, very fun. But the wind up Girl in

0:36:48.400 --> 0:36:53.040
<v Speaker 1>question is a essentially a sex Spot character. It goes

0:36:53.280 --> 0:36:55.200
<v Speaker 1>you know that that ends up rebelling, and you have

0:36:55.280 --> 0:36:58.239
<v Speaker 1>sort of a typical narrative with her. But they call

0:36:58.320 --> 0:37:02.319
<v Speaker 1>her a wind up girl because she's she's she's very

0:37:02.320 --> 0:37:05.520
<v Speaker 1>convincing as a humanoid, except that her skin pours are

0:37:05.520 --> 0:37:10.200
<v Speaker 1>too small and she has an intentionally herky jerky movement

0:37:10.280 --> 0:37:13.880
<v Speaker 1>to uh to as she walks around. That they did

0:37:14.080 --> 0:37:17.000
<v Speaker 1>so that she could not be mistaken as a person.

0:37:17.800 --> 0:37:20.200
<v Speaker 1>So that so that apparently, like all the I think

0:37:20.200 --> 0:37:22.359
<v Speaker 1>they were called the new people and some in some

0:37:22.400 --> 0:37:25.640
<v Speaker 1>cases so that the new people could not be mistaken

0:37:25.920 --> 0:37:28.920
<v Speaker 1>for the old people. Whoa. It reminds me of how

0:37:28.960 --> 0:37:32.799
<v Speaker 1>they had to add artificial sounds to electric cars for

0:37:32.840 --> 0:37:36.160
<v Speaker 1>safety purposes, because the cars are too quiet, they can

0:37:36.160 --> 0:37:38.239
<v Speaker 1>really sneak up on you from behind, so they had

0:37:38.280 --> 0:37:43.239
<v Speaker 1>to make them rumble a little bit. Yeah, I think

0:37:43.239 --> 0:37:46.360
<v Speaker 1>that's an apt comparison. So here's a question for you, Robert,

0:37:47.320 --> 0:37:52.000
<v Speaker 1>what is the gold standard of evidence that somebody did something?

0:37:53.160 --> 0:37:56.319
<v Speaker 1>Imagine you're on a jury. I'm the defendant. I've been

0:37:56.360 --> 0:37:59.440
<v Speaker 1>accused of offering a cash bribe to a police officer

0:37:59.560 --> 0:38:02.919
<v Speaker 1>if she'll me borrow her gun for five minutes. She says,

0:38:02.960 --> 0:38:05.640
<v Speaker 1>I did it. I plead not guilty. What what's the

0:38:05.680 --> 0:38:10.160
<v Speaker 1>best evidence to convince you that I really did that. Well,

0:38:10.239 --> 0:38:13.279
<v Speaker 1>it's not human memory, because if we've touched on many

0:38:13.280 --> 0:38:16.080
<v Speaker 1>times before, human memory is fallible and uh, and it's

0:38:16.080 --> 0:38:20.000
<v Speaker 1>a legitimate problem when it comes to to eyewitness testimony.

0:38:20.520 --> 0:38:24.080
<v Speaker 1>But when the eyewitness is a video camera digital camera

0:38:24.600 --> 0:38:27.760
<v Speaker 1>that has a long photographic evidence as well to certain

0:38:27.760 --> 0:38:30.240
<v Speaker 1>degrees like this has been held up as the gold standard.

0:38:30.719 --> 0:38:33.400
<v Speaker 1>I mean assuming the footage is clear enough that the

0:38:33.400 --> 0:38:37.720
<v Speaker 1>individual's face is visible. All of that. Uh Like even

0:38:37.719 --> 0:38:40.600
<v Speaker 1>in our science fiction right, we have so many examples

0:38:40.600 --> 0:38:43.200
<v Speaker 1>of like on Star Trek. Again, there would be scenes

0:38:43.480 --> 0:38:46.480
<v Speaker 1>where the card would command it we zoom in and enhance,

0:38:47.080 --> 0:38:49.520
<v Speaker 1>and it was never questioned that there were any problems

0:38:49.520 --> 0:38:51.839
<v Speaker 1>with the enhancing of the image. It was just something

0:38:51.840 --> 0:38:53.880
<v Speaker 1>that was done. It's like, oh, yeah, the image is enhanced,

0:38:53.880 --> 0:38:56.400
<v Speaker 1>and now we see exactly who the killer is. So

0:38:56.520 --> 0:38:59.360
<v Speaker 1>we should look at this this booming new research field.

0:38:59.440 --> 0:39:01.920
<v Speaker 1>I shouldn't booming. I just mean there are some papers

0:39:01.960 --> 0:39:07.120
<v Speaker 1>on it, okay, called facial reenactment. So this employs some

0:39:07.160 --> 0:39:09.680
<v Speaker 1>of the same techniques that you would see used in

0:39:10.160 --> 0:39:13.520
<v Speaker 1>UH in studios. If if people are doing motion capture

0:39:13.600 --> 0:39:16.280
<v Speaker 1>for c g I characters in movies and video games,

0:39:16.800 --> 0:39:19.919
<v Speaker 1>you have an actor performer who puts on special gear

0:39:20.000 --> 0:39:23.120
<v Speaker 1>and a special environment surrounded by lights and cameras, and

0:39:23.160 --> 0:39:26.640
<v Speaker 1>the performer acts out motions. These motions are captured from

0:39:26.719 --> 0:39:30.839
<v Speaker 1>multiple angles and different lighting conditions, and then they're translated

0:39:30.840 --> 0:39:33.040
<v Speaker 1>by a computer into the motions of a c g

0:39:33.239 --> 0:39:35.400
<v Speaker 1>I character. You could make a c g I me

0:39:35.760 --> 0:39:37.840
<v Speaker 1>that was doing all the same things I did with

0:39:37.880 --> 0:39:41.800
<v Speaker 1>my body. But what if instead of a c g

0:39:41.960 --> 0:39:47.400
<v Speaker 1>I character, you used captured motion to manipulate existing video

0:39:47.560 --> 0:39:50.480
<v Speaker 1>or images of a real person, not a c g

0:39:50.640 --> 0:39:54.759
<v Speaker 1>I character. This technology is already in development today, and

0:39:54.960 --> 0:39:57.440
<v Speaker 1>one example is the research being done under the heading

0:39:57.440 --> 0:39:59.799
<v Speaker 1>as I said, of facial reenactment. There are a couple

0:39:59.840 --> 0:40:03.839
<v Speaker 1>of papers along with accompanying video demonstrations by a group

0:40:03.840 --> 0:40:06.600
<v Speaker 1>of researchers based out of Stanford, out of the Max

0:40:06.640 --> 0:40:11.279
<v Speaker 1>Plank Institute for Informatics and the University of Erlanga, Nuremberg,

0:40:11.880 --> 0:40:14.960
<v Speaker 1>and in their own words quote, we present a method

0:40:15.080 --> 0:40:19.200
<v Speaker 1>for the real time transfer of facial expressions from an

0:40:19.200 --> 0:40:22.359
<v Speaker 1>actor in a source video to an actor in a

0:40:22.440 --> 0:40:26.279
<v Speaker 1>target video, thus enabling the ad hoc control of the

0:40:26.320 --> 0:40:30.600
<v Speaker 1>facial expressions of the target actor. And so if you

0:40:30.600 --> 0:40:32.400
<v Speaker 1>haven't seen video of this, you should look it up.

0:40:32.440 --> 0:40:37.120
<v Speaker 1>Try facial reenactment video. If you have sufficient sample video

0:40:37.160 --> 0:40:40.719
<v Speaker 1>of your target, you can use a regular camera to

0:40:40.800 --> 0:40:45.840
<v Speaker 1>project new facial expressions, including mouth movements which form the

0:40:45.880 --> 0:40:49.560
<v Speaker 1>shapes of words, onto your your target in your video.

0:40:49.880 --> 0:40:52.560
<v Speaker 1>So I could take video of Robert talking if I

0:40:52.600 --> 0:40:55.960
<v Speaker 1>had all this technology, If I could take video of

0:40:56.040 --> 0:41:00.000
<v Speaker 1>Robert talking, and then I could film myself saying how

0:41:00.000 --> 0:41:03.239
<v Speaker 1>Halloween five is the best entry in the Halloween franchise,

0:41:04.120 --> 0:41:07.319
<v Speaker 1>and then map that onto Robert's face to make his

0:41:07.440 --> 0:41:11.080
<v Speaker 1>lips say those words, to make his face move along

0:41:11.160 --> 0:41:13.920
<v Speaker 1>with my face as it's being recorded. And in the

0:41:13.960 --> 0:41:17.120
<v Speaker 1>demonstrations of this it looks nearly photo real. They do

0:41:17.200 --> 0:41:21.240
<v Speaker 1>it with with public figures, making them move their faces around,

0:41:21.400 --> 0:41:24.400
<v Speaker 1>move their lips to say things. In some cases, I

0:41:24.480 --> 0:41:27.520
<v Speaker 1>think the average observer already would not be able to

0:41:27.600 --> 0:41:31.239
<v Speaker 1>tell the difference in this video, and in fact that

0:41:31.360 --> 0:41:33.960
<v Speaker 1>a similar thing appears to be happening with voice, this

0:41:34.040 --> 0:41:36.239
<v Speaker 1>thing you might have read about last year, this thing

0:41:36.280 --> 0:41:39.000
<v Speaker 1>Adobe Voco, where they came out with this announcement that

0:41:39.040 --> 0:41:41.840
<v Speaker 1>Adobe is working on software where you can take a

0:41:41.880 --> 0:41:44.640
<v Speaker 1>twenty minute sample of your audio to learn from. If

0:41:44.640 --> 0:41:47.080
<v Speaker 1>you've got a recording of somebody talking for twenty minutes,

0:41:47.520 --> 0:41:50.080
<v Speaker 1>I can take it make a recording of you saying

0:41:50.120 --> 0:41:53.280
<v Speaker 1>things you never said in your own voice. I wanna.

0:41:53.480 --> 0:41:56.960
<v Speaker 1>I seem to remember that before his death, Roger Ebert

0:41:57.600 --> 0:42:00.239
<v Speaker 1>was involved with the project with some of this technology,

0:42:00.400 --> 0:42:02.040
<v Speaker 1>the idea of being that, of course he had lost

0:42:02.120 --> 0:42:06.440
<v Speaker 1>his his availability to talk due to illness, But there

0:42:06.520 --> 0:42:11.359
<v Speaker 1>was so much Roger Ebert audio out there from all

0:42:11.400 --> 0:42:13.040
<v Speaker 1>of his years as a as a as a film

0:42:13.080 --> 0:42:16.360
<v Speaker 1>critic and a TV personality that they had this they had,

0:42:16.400 --> 0:42:19.800
<v Speaker 1>they had everything they needed to enable him to say

0:42:19.920 --> 0:42:23.360
<v Speaker 1>anything new. Yeah, and that that explores the totally non

0:42:23.360 --> 0:42:26.040
<v Speaker 1>nefarious aspect of this. I mean, I I don't think

0:42:26.080 --> 0:42:28.719
<v Speaker 1>people who are pursuing these lines of research are just

0:42:28.800 --> 0:42:31.160
<v Speaker 1>trying to create a world where we can fake video

0:42:31.239 --> 0:42:34.279
<v Speaker 1>evidence of things. But wouldn't that be a wonderful thing

0:42:34.280 --> 0:42:37.239
<v Speaker 1>for somebody who lost their capacity for speech they had

0:42:37.280 --> 0:42:39.920
<v Speaker 1>recordings of their voice to be able to create a

0:42:40.000 --> 0:42:42.719
<v Speaker 1>text to speech voice box that could speak with their

0:42:42.760 --> 0:42:48.840
<v Speaker 1>own voice. That's amazing, That's kind of beautiful. But there

0:42:48.880 --> 0:42:51.839
<v Speaker 1>are these other ways of looking at this. And the

0:42:51.840 --> 0:42:54.400
<v Speaker 1>authors also that they point out that, you know, they

0:42:54.560 --> 0:42:56.920
<v Speaker 1>they in their own defense, they're like, look, we're not

0:42:56.960 --> 0:42:59.240
<v Speaker 1>trying to create a world where people can fake video.

0:42:59.560 --> 0:43:02.560
<v Speaker 1>We also try to show how you can detect altered video.

0:43:03.160 --> 0:43:05.880
<v Speaker 1>So that's another thing they're trying to explore and make public.

0:43:05.920 --> 0:43:09.520
<v Speaker 1>Because you know, they're not the only people pursuing this research. Obviously,

0:43:09.560 --> 0:43:13.000
<v Speaker 1>people all over the place are doing stuff like this,

0:43:13.080 --> 0:43:15.279
<v Speaker 1>and stuff like this has been in the use, has

0:43:15.280 --> 0:43:18.000
<v Speaker 1>been in use in the movie industry for years. Yeah,

0:43:18.160 --> 0:43:19.719
<v Speaker 1>I mean it makes me think that what you would

0:43:19.760 --> 0:43:22.520
<v Speaker 1>need to go for is the equivalent of a water mark.

0:43:22.840 --> 0:43:25.480
<v Speaker 1>I don't know exactly what that watermark would be and

0:43:25.520 --> 0:43:28.960
<v Speaker 1>what form it would take, but it does make me think, well,

0:43:29.040 --> 0:43:30.840
<v Speaker 1>we're going to reach a point where any kind of

0:43:30.840 --> 0:43:35.400
<v Speaker 1>footage has to have the watermark of authenticity otherwise doubt

0:43:35.440 --> 0:43:40.040
<v Speaker 1>will be cast upon it. Yeah. I'm concerned about the

0:43:40.080 --> 0:43:43.080
<v Speaker 1>idea of living in a world where you can make

0:43:43.280 --> 0:43:48.560
<v Speaker 1>very convincing looking fake video evidence of things, and not

0:43:48.680 --> 0:43:51.960
<v Speaker 1>just because of the specific example of somebody can make

0:43:52.000 --> 0:43:54.359
<v Speaker 1>a video of me or somebody I like, you know,

0:43:54.440 --> 0:43:57.200
<v Speaker 1>saying or doing something that they didn't do. It's not

0:43:57.239 --> 0:44:00.759
<v Speaker 1>just the specifics. It's the general degray eating of our

0:44:00.880 --> 0:44:04.440
<v Speaker 1>trust in the ability to look at things and know

0:44:04.560 --> 0:44:06.800
<v Speaker 1>that they're true. Yeah. I mean, we look at the

0:44:07.640 --> 0:44:09.680
<v Speaker 1>current news cycle and there's been a lot of discussion

0:44:09.680 --> 0:44:15.040
<v Speaker 1>about the reliability of information, of so called fake news. Uh,

0:44:15.120 --> 0:44:17.840
<v Speaker 1>the idea that you read, do you reach this point

0:44:17.840 --> 0:44:20.520
<v Speaker 1>where nobody knows what to trust anymore? End of just

0:44:20.520 --> 0:44:23.399
<v Speaker 1>trusting nothing and you already know this because you don't

0:44:23.400 --> 0:44:26.839
<v Speaker 1>trust any weird looking picture of somebody you see, right,

0:44:26.840 --> 0:44:29.120
<v Speaker 1>because you know what can be done with photoshop. We're

0:44:29.160 --> 0:44:33.239
<v Speaker 1>already there with still images. Photoshop is is basically in

0:44:33.239 --> 0:44:38.640
<v Speaker 1>many contexts become a verb for for the the distortion

0:44:38.680 --> 0:44:42.520
<v Speaker 1>of truth. But what what if we had photoshop to

0:44:42.719 --> 0:44:46.400
<v Speaker 1>undermine moving video evidence to the same extent that photoshop

0:44:46.480 --> 0:44:49.840
<v Speaker 1>has undermined still images. I mean, this is what a

0:44:49.840 --> 0:44:52.360
<v Speaker 1>lot of these viral fake news stories are based on,

0:44:52.480 --> 0:44:55.400
<v Speaker 1>is a photoshopped image. If you go to Snopes or

0:44:55.440 --> 0:44:57.160
<v Speaker 1>something and you look at what a lot a lot

0:44:57.200 --> 0:44:59.719
<v Speaker 1>of what they're debunking is, it's just an image that

0:45:00.000 --> 0:45:03.279
<v Speaker 1>aims to be real of somebody doing something, and they

0:45:03.280 --> 0:45:06.440
<v Speaker 1>have to track down where it came from. Yeah, it's

0:45:06.480 --> 0:45:10.200
<v Speaker 1>difficult to imagine what that what would slash will be

0:45:10.320 --> 0:45:13.439
<v Speaker 1>like when we reach that point to where there's where

0:45:13.480 --> 0:45:16.160
<v Speaker 1>where video, even digital footage is no longer the gold

0:45:16.200 --> 0:45:18.640
<v Speaker 1>standard it was. I mean, I think it's actually a

0:45:18.760 --> 0:45:24.400
<v Speaker 1>very important project to maintain a version of the Uncanny Valley,

0:45:24.920 --> 0:45:29.520
<v Speaker 1>to to help people find a way to all to

0:45:29.600 --> 0:45:33.240
<v Speaker 1>separate real video evidence from fake video evidence of things,

0:45:33.320 --> 0:45:35.520
<v Speaker 1>to understand that there are things you can look for

0:45:35.640 --> 0:45:40.680
<v Speaker 1>that separate real moving imagery from falsified or synthetic moving imagery. Now,

0:45:40.719 --> 0:45:43.960
<v Speaker 1>one way you can approach this is to do what

0:45:44.120 --> 0:45:46.279
<v Speaker 1>the authors of this research I was talking about do

0:45:46.440 --> 0:45:49.399
<v Speaker 1>is they say, look, here are things that are are

0:45:49.600 --> 0:45:53.920
<v Speaker 1>signs that video has been manipulated. And that's one thing.

0:45:53.960 --> 0:45:55.759
<v Speaker 1>And maybe there will be a lot of experts on

0:45:55.760 --> 0:45:57.600
<v Speaker 1>this in the future, like it could be a whole

0:45:57.640 --> 0:46:01.000
<v Speaker 1>field of people who are just there to have expertise

0:46:01.040 --> 0:46:07.120
<v Speaker 1>in authenticating purportedly real video of you doing things or not. Uh.

0:46:07.280 --> 0:46:11.080
<v Speaker 1>Then on the other hand, we could hope that there

0:46:11.239 --> 0:46:16.040
<v Speaker 1>is in fact an adaptive response in our discernment in general.

0:46:16.160 --> 0:46:18.160
<v Speaker 1>And this is where I want to go to the

0:46:18.200 --> 0:46:22.920
<v Speaker 1>concept of an of the uncanny wall. So a paper

0:46:22.960 --> 0:46:26.239
<v Speaker 1>in the International Journal of Arts and Technology, authored by

0:46:26.280 --> 0:46:31.080
<v Speaker 1>Tinwell Grimshawn Williams offers this interesting counter hypothesis to the

0:46:31.200 --> 0:46:34.520
<v Speaker 1>uncanny Valley. And I want to emphasize again we've sort

0:46:34.560 --> 0:46:37.440
<v Speaker 1>of shifted back and forth between the uncanny valley itself

0:46:37.680 --> 0:46:41.319
<v Speaker 1>in terms of what causes negative affinity and then over

0:46:41.400 --> 0:46:44.839
<v Speaker 1>slightly just to the issue of nearing photo realism or not.

0:46:45.000 --> 0:46:48.120
<v Speaker 1>So keep in mind the difference in those subjects, but

0:46:49.800 --> 0:46:53.560
<v Speaker 1>they proposed this idea of the uncanny wall. To put

0:46:53.560 --> 0:46:59.120
<v Speaker 1>it succinctly, they proposed that quote, increasing technological sophistication in

0:46:59.200 --> 0:47:03.760
<v Speaker 1>the creation of realism for humanlike virtual characters is matched

0:47:04.360 --> 0:47:08.920
<v Speaker 1>by increasing technological discernment on the part of the viewer.

0:47:09.680 --> 0:47:14.200
<v Speaker 1>In other words, as humanoid characters become more real, our

0:47:14.280 --> 0:47:18.680
<v Speaker 1>standards for what looks realistic go up. And I do

0:47:18.760 --> 0:47:22.680
<v Speaker 1>think they're just anecdotally personally that I think there's some

0:47:22.760 --> 0:47:24.799
<v Speaker 1>support for this, and I kind of hope this is

0:47:24.840 --> 0:47:28.400
<v Speaker 1>true so we can avoid this world where all video

0:47:28.440 --> 0:47:31.839
<v Speaker 1>evidence is in question. Because I immediately think, right now,

0:47:31.880 --> 0:47:35.920
<v Speaker 1>I've got I've got antenna for photoshopped images, unlike I

0:47:36.000 --> 0:47:39.040
<v Speaker 1>had ten years ago. I think stuff that would look

0:47:39.160 --> 0:47:42.799
<v Speaker 1>obviously photoshop to me today would have fooled me ten

0:47:42.880 --> 0:47:46.919
<v Speaker 1>years ago. I think I've simply adapted. And another thing

0:47:47.120 --> 0:47:49.120
<v Speaker 1>is it makes me flashback to the early days of

0:47:49.160 --> 0:47:52.000
<v Speaker 1>c G I in movies and like the thirty two

0:47:52.080 --> 0:47:56.439
<v Speaker 1>bit video game era, or think about like PlayStation one

0:47:56.640 --> 0:48:00.160
<v Speaker 1>games now. Back then, I remember looking at games for

0:48:00.160 --> 0:48:04.480
<v Speaker 1>the original PlayStation and thinking, Wow, that looks so real,

0:48:05.560 --> 0:48:07.680
<v Speaker 1>and you try and play him. Now and it's painful. Yeah,

0:48:07.719 --> 0:48:12.680
<v Speaker 1>you can't blocky polygons. People's faces have all these sharp corners.

0:48:12.840 --> 0:48:16.800
<v Speaker 1>It's it's hilarious. Uh, there was some kind of geometrical

0:48:17.000 --> 0:48:20.239
<v Speaker 1>nightmare world everything was taking place in where there's just

0:48:20.960 --> 0:48:24.120
<v Speaker 1>lots of sharp angles. But at the time it looked

0:48:24.239 --> 0:48:26.719
<v Speaker 1>so real to me. And another fun trick is go

0:48:26.800 --> 0:48:29.719
<v Speaker 1>back and read movie reviews for movies with bad c

0:48:29.840 --> 0:48:34.239
<v Speaker 1>g I from the nineties. Professional movie reviewers at the time,

0:48:34.280 --> 0:48:38.040
<v Speaker 1>we're often praising the effects. One example is like the

0:48:38.120 --> 0:48:41.840
<v Speaker 1>Mortal Kombat movie, the original Mortal Kombat movie. Remember this.

0:48:42.160 --> 0:48:44.680
<v Speaker 1>You can find reviews at the time where people are like, well,

0:48:44.719 --> 0:48:49.160
<v Speaker 1>the stories then an immature but dazzling special effects. Now

0:48:49.239 --> 0:48:53.680
<v Speaker 1>even mentioning those special effects conjures a kind of delirious hilarity.

0:48:53.760 --> 0:48:56.040
<v Speaker 1>You just start laughing when you think about the c

0:48:56.200 --> 0:48:59.360
<v Speaker 1>g I in Mortal Kombat. But that being said, the

0:48:59.360 --> 0:49:02.239
<v Speaker 1>gore pup it was above approach just looks really good.

0:49:03.040 --> 0:49:05.920
<v Speaker 1>It did have kind of nasty, beady eyes, kind of

0:49:05.960 --> 0:49:09.040
<v Speaker 1>crypt keep keeper asked, Yeah, oh yeah, it was like

0:49:09.080 --> 0:49:12.080
<v Speaker 1>a very it was like a bloated, buffed up crypt

0:49:12.160 --> 0:49:16.600
<v Speaker 1>kicker at the buff But yeah, it's so ugly. It

0:49:16.680 --> 0:49:20.120
<v Speaker 1>provokes uncontrollable laughter, But at the time people were like,

0:49:20.200 --> 0:49:24.000
<v Speaker 1>dazzling looks amazing. Uh. So it makes me think that

0:49:24.120 --> 0:49:27.880
<v Speaker 1>I hope that there is something to this, this idea

0:49:27.960 --> 0:49:31.800
<v Speaker 1>that these authors have that as things continue to chase

0:49:31.880 --> 0:49:35.520
<v Speaker 1>photo realism, as synthetic imagery of humans gets closer and

0:49:35.560 --> 0:49:38.239
<v Speaker 1>closer to the real thing, we just get more and

0:49:38.320 --> 0:49:43.279
<v Speaker 1>more attuned to the minute problems with him with them

0:49:43.320 --> 0:49:47.480
<v Speaker 1>and never really get fully fooled. Well. I have two

0:49:47.600 --> 0:49:50.800
<v Speaker 1>thoughts here, One on the whole watermark thing. Maybe it

0:49:50.800 --> 0:49:54.040
<v Speaker 1>would be some sort of a Bitcoin type of authentication

0:49:54.160 --> 0:49:58.439
<v Speaker 1>system that would be in place. The other is maybe

0:49:58.440 --> 0:50:00.600
<v Speaker 1>you have to go beyond the real may be safe

0:50:00.600 --> 0:50:02.600
<v Speaker 1>for a head of state to appear in a video

0:50:02.719 --> 0:50:06.080
<v Speaker 1>and it'd be authentic. They have to appear as an

0:50:06.080 --> 0:50:10.040
<v Speaker 1>as a computer generated avatar so advanced that it is

0:50:10.200 --> 0:50:13.600
<v Speaker 1>that it is beyond the ability of any like non

0:50:13.680 --> 0:50:18.279
<v Speaker 1>state production or company to create like something I'm I'm

0:50:18.920 --> 0:50:21.920
<v Speaker 1>something that at this point in what would be their past,

0:50:22.040 --> 0:50:24.200
<v Speaker 1>I cannot even conceive of like a I don't know,

0:50:24.280 --> 0:50:29.480
<v Speaker 1>like a five dimensional unfolding c G I god being. Uh,

0:50:29.800 --> 0:50:31.960
<v Speaker 1>because how he's gonna fake that? You can fake a person,

0:50:32.000 --> 0:50:35.840
<v Speaker 1>but good luck faking the fifth dimension hole of Avatar

0:50:35.960 --> 0:50:40.680
<v Speaker 1>of Vishnu. Okay, like like the algorithms for faking a

0:50:40.760 --> 0:50:45.240
<v Speaker 1>person with a lot of photo and an audio visual

0:50:45.360 --> 0:50:47.640
<v Speaker 1>cues to sample from. If you've got a lot of

0:50:47.680 --> 0:50:50.480
<v Speaker 1>footage out there, you could simulate that person. But you

0:50:50.520 --> 0:50:54.759
<v Speaker 1>couldn't simulate this brand new creation that is it requires

0:50:54.760 --> 0:50:57.279
<v Speaker 1>you know, supercomputers to generate. And yeah, and it was

0:50:57.280 --> 0:51:00.080
<v Speaker 1>probably built from the bottom up with completely alien is

0:51:00.160 --> 0:51:02.960
<v Speaker 1>theology and movements. Just a thought. That's kind of a

0:51:02.960 --> 0:51:05.120
<v Speaker 1>crazy idea, but I like it. Well that's what I'm

0:51:05.160 --> 0:51:07.880
<v Speaker 1>here for with the crazy ideas. I don't know. Have

0:51:07.960 --> 0:51:10.319
<v Speaker 1>you got anything else, Robert, any anything else you can

0:51:10.320 --> 0:51:13.240
<v Speaker 1>think of to save us from the future of uh

0:51:13.360 --> 0:51:16.239
<v Speaker 1>synthetic human imagery? Oh you know, I could sit around

0:51:16.239 --> 0:51:17.759
<v Speaker 1>here all day and talk about the c g I

0:51:18.000 --> 0:51:21.600
<v Speaker 1>monsters and UH and Uncanny Valley and films and video

0:51:21.640 --> 0:51:23.719
<v Speaker 1>games and whatnot, But you know, we'll have to what

0:51:23.920 --> 0:51:25.719
<v Speaker 1>to save that for another time, maybe save some of

0:51:25.719 --> 0:51:28.920
<v Speaker 1>it for trailer talk, which will If you're listening to

0:51:28.960 --> 0:51:31.279
<v Speaker 1>this on a Thursday, hopefully you can tune in tomorrow

0:51:31.560 --> 0:51:35.359
<v Speaker 1>around eleven am on our Facebook page, like our Facebook page.

0:51:35.360 --> 0:51:37.520
<v Speaker 1>While you're at it, follow us there, but tune into

0:51:37.600 --> 0:51:40.759
<v Speaker 1>a little discussion of trailers that are associated with the

0:51:40.840 --> 0:51:44.319
<v Speaker 1>Uncanny Valley. Oh yeah, and in the meantime, heading over

0:51:44.320 --> 0:51:46.320
<v Speaker 1>to stuff to Blow your Mind dot com. That's the mothership.

0:51:46.360 --> 0:51:50.080
<v Speaker 1>That's we will find all of our blog posts, our podcast,

0:51:50.200 --> 0:51:52.759
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0:51:52.760 --> 0:51:55.360
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0:51:55.400 --> 0:51:58.239
<v Speaker 1>Instagram account, you name it. And if you want to

0:51:58.239 --> 0:52:00.440
<v Speaker 1>get in touch with us directly as all ways, you

0:52:00.480 --> 0:52:03.600
<v Speaker 1>can email us at blow the Mind at how stuff

0:52:03.600 --> 0:52:15.600
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0:52:15.640 --> 0:52:40.680
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