WEBVTT - Into the Uncanny Valley

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<v Speaker 1>Welcome to Stuff to Blow your Mind from how Stuff

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<v Speaker 1>Works 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 and Robert.

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<v Speaker 1>I want to take you back to a conversation we had.

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<v Speaker 1>I think it was last December. He was right after

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<v Speaker 1>I went to see the new, the most recent Star

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<v Speaker 1>Wars movie, Rogue one. Oh yes, uh, And I am

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<v Speaker 1>on the cusp, the very cusp of seeing it myself

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<v Speaker 1>and waiting for it to become rent rental options. So,

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<v Speaker 1>oh it's not yet. No, still got still a week

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<v Speaker 1>or two out. So has everything been spoiled for you

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<v Speaker 1>so far? No? People have been a little um cooler

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<v Speaker 1>on this one. Um. I think some things are probably

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<v Speaker 1>spoiled for me, but not like that last one where

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<v Speaker 1>everybody just really felt the need to, you know, just

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<v Speaker 1>lay it all out on social media. Let me let

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<v Speaker 1>me spoil one thing for you here and they go

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<v Speaker 1>to space and there's a war there, ye, stars among

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<v Speaker 1>the stars. But there is one thing in the movie. Okay,

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<v Speaker 1>so mild spoiler for Rogue one coming out. It's something

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<v Speaker 1>that probably everybody already knows. It's also not really about

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<v Speaker 1>the content of the movie, but just about which characters

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<v Speaker 1>you see. But if you are ready, are you ready

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<v Speaker 1>for the smild spoiler? Okay, we get to see if

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<v Speaker 1>you remember back to the original Star Wars back go

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<v Speaker 1>back to the seventies, Peter Cushing as Grand mof Tarkin,

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<v Speaker 1>the guy who was in fact Darth Vader's boss on

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<v Speaker 1>the Star Him. Yeah, he's enough of this, Vada release him.

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<v Speaker 1>And we love Peter Cushing because he was in all

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<v Speaker 1>these old monster movies. He he goes back to the

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<v Speaker 1>Hammer movies. He was. He was Dr Frankenstein, like the

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<v Speaker 1>villainous Dr Frankenstein of the Hammer films, and he I

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<v Speaker 1>think was the hero of the version of the Mummy

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<v Speaker 1>that has Christopher Lee as as the Mummy. Uh, the one.

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<v Speaker 1>I've got the poster for it in the house, except

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<v Speaker 1>it's the Belgian posters, so it's La Malediction de Feron.

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<v Speaker 1>But yeah, so Peter Cushing was the original Grand mof Tarkin,

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<v Speaker 1>this bad Empire guy who was Darth Vader's ball us.

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<v Speaker 1>And the thing they do in the New Rogue One

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<v Speaker 1>is they bring him back. He's dead, he has passed away.

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<v Speaker 1>This movie takes place a little bit before the original

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<v Speaker 1>Star Wars is supposed to have taken place, but they

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<v Speaker 1>bring this character back and they have an actor stand

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<v Speaker 1>in as him, but it's not just a recast role.

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<v Speaker 1>They try to make it look as if this is

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<v Speaker 1>Peter Cushing standing here delivering the lines with c g I.

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<v Speaker 1>And this is an odd choice because, all right, so

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<v Speaker 1>you're gonna have Darth Vader in there, that's easy to do.

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<v Speaker 1>Darth Vader is a dude in a suit, voiced by

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<v Speaker 1>James Earl Jones. James Earl Jones is still alive, so

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<v Speaker 1>you can check that one off the list. But Grandma Tarkin,

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<v Speaker 1>like you said, uh that the actor is dead. So

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<v Speaker 1>it seems to me like the first easiest thing to

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<v Speaker 1>do is just don't have those scenes. If you know

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<v Speaker 1>it's gonna be problematic, don't even mess with it, or um,

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<v Speaker 1>just use an actual living actor such as Wayne pie

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<v Speaker 1>Graham who played him in Revenge of the Sith. Or

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<v Speaker 1>go with Ben Cross, who's another actor that I've seen

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<v Speaker 1>over the years brought up as potential Tarkan casting, or

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<v Speaker 1>head go with Ralph Finds, Like, clearly you have the

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<v Speaker 1>money to throw down the well of expensive c g

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<v Speaker 1>I equipment. Just go ahead and hire Ralph Finds. I

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<v Speaker 1>know he's pricy, but he's great and the consummate evil Brett. Yeah,

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<v Speaker 1>he even kind of looks like a younger Peter Cushing.

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<v Speaker 1>He's got that same kind of angular face, like the

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<v Speaker 1>thin long face with the jaw and the scowl. It's

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<v Speaker 1>all there. And it's not like fans of various franchise

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<v Speaker 1>are not clearly cool with recasting. It's not like we're

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<v Speaker 1>gonna be thrown into, you know, a traumatic spin, because

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<v Speaker 1>you can look to a Game of Thrones, James Bond, Twilight,

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<v Speaker 1>Harry Potter, etcetera, like we we get it. We can

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<v Speaker 1>roll with a recast. Now. I want to go into

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<v Speaker 1>completely different directions thinking about this c g I grandmof Tarken.

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<v Speaker 1>One is that I didn't like it in the movie. Okay,

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<v Speaker 1>I saw it and I was just like, don't want this.

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<v Speaker 1>It pulled me out of the movie. It made me

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<v Speaker 1>stop being in the story and just thinking about how

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<v Speaker 1>did they do that? I don't On one hand, it

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<v Speaker 1>looked great, Like when you see the movie, I think

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<v Speaker 1>you will kind of have to agree. It's unless I'm

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<v Speaker 1>missing something. It's the best c g I simulation of

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<v Speaker 1>a real person that I've ever seen, Like, it looks amazing,

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<v Speaker 1>but it still looks not quite good enough that I

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<v Speaker 1>can just accept it and go with it. I kept

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<v Speaker 1>continually thinking, like, what am I looking at? It's almost

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<v Speaker 1>really him, but it's not quite really him, and it

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<v Speaker 1>made me feel icky. So in this it made you

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<v Speaker 1>descend into what we've come to know as a as

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<v Speaker 1>a as a species as the Uncanny Valley. Right, So

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<v Speaker 1>today is going to be the first of two episodes

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<v Speaker 1>we want to do about the Uncanny Valley, And this

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<v Speaker 1>first one we wanted descend into the Uncanny Valley, but

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<v Speaker 1>not just talk about it in terms of the standard

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<v Speaker 1>pop culture phenomenon, because this is one of those side

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<v Speaker 1>tech concepts that is totally filtered down into the mainstream.

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<v Speaker 1>Everybody talks about the Uncanny Valley. It's a totally norm mole,

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<v Speaker 1>ground level pop culture phenomenon now, especially with as much

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<v Speaker 1>bad C g I as we encounter in the movie.

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<v Speaker 1>But there it's also a scientific field of study. It's

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<v Speaker 1>something that people are looking into with empirical research to

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<v Speaker 1>try to figure out does it really exist, If it

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<v Speaker 1>does really exist, what causes it, what can be done

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<v Speaker 1>about it? So we want to look at it from

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<v Speaker 1>both of these angles today, right, So we should probably

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<v Speaker 1>roll through some just fun examples of this. We're gonna

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<v Speaker 1>try and not to go too long on this. If

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<v Speaker 1>we do, we'll cut it and save it for trailer talk.

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<v Speaker 1>Either way, we'll probably do a Facebook live trailer talk

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<v Speaker 1>on an upcoming Friday about some of these movies. Okay,

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<v Speaker 1>So I want to go back to a much earlier

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<v Speaker 1>experience for me, Robert, did you see The Mummy Returns

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<v Speaker 1>in two thousand one? Remember this one? I don't think

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<v Speaker 1>I saw The Mummy Returns. I saw the Money and

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<v Speaker 1>I remember digging it at the time, but not not

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<v Speaker 1>the old hammer one or the Universal one. No, no,

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<v Speaker 1>the yeah, the the the re the reboot of the Money.

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<v Speaker 1>Is his name, Brendan Frasier. Yeah, and what Arnold Voslo?

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<v Speaker 1>Yeah he was he. I I enjoyed him as they

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<v Speaker 1>kind of brought in some of these aspects of the

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<v Speaker 1>tragic Mummy figure, which I liked. Yeah, yeah, yeah, okay.

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<v Speaker 1>But in two thousand one we got the Scorpion King.

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<v Speaker 1>This is a character that appears in the Mummy Returns

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<v Speaker 1>and he's pretty much if you want to picture it,

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<v Speaker 1>if you haven't seen the movie. Actually you should look

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<v Speaker 1>up video of this. We're gonna tell you to go

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<v Speaker 1>look up images and video quite a few times in

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<v Speaker 1>these episodes because some visual aids will help. But if

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<v Speaker 1>you want to picture it, picture the concept of a centaur,

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<v Speaker 1>except replace the horse parts with scorpion parts and some

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<v Speaker 1>other random arthropod bits, and the man part on top

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<v Speaker 1>is Dwayne the Rock Johnson. Except it's not Dwayne the

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<v Speaker 1>Rock Johnson. There's a there's a bit of a problem

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<v Speaker 1>with the rocks. So the corpion Corpion, the Scorpion King

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<v Speaker 1>scuttles into action in the film, and you can tell

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<v Speaker 1>immediately something is wrong because it's not just the rock.

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<v Speaker 1>It's this c g I upper body designed to look

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<v Speaker 1>like the rock. It's supposed to be him, but it

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<v Speaker 1>doesn't look right. It looks like somebody took the rock,

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<v Speaker 1>skinned him, and then took the skin suit and then

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<v Speaker 1>boiled it and then maybe ironed it and rubbed it

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<v Speaker 1>down with wax, and then stretched it over somebody else,

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<v Speaker 1>like a bald Crispin Glover wearing a waxed up the

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<v Speaker 1>rock suit. And and that would be fine if that's

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<v Speaker 1>what they were going for. But I guess the disconnect

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<v Speaker 1>here is that clearly they wanted this to be like

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<v Speaker 1>the Rock as a scorpion center and not this um,

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<v Speaker 1>creepy in human above the nation that you've described, right,

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<v Speaker 1>And it's sort of I guess works because it's okay

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<v Speaker 1>if he's creepy, because he's a monster. But he was

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<v Speaker 1>creepy in a way that he clearly wasn't supposed to be.

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<v Speaker 1>It wasn't just that, oh he's a monster. He looks weird.

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<v Speaker 1>Something looked wrong with him. And this was at a

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<v Speaker 1>time when computer generated animations were hot, right two thousand one.

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<v Speaker 1>They seemed to be getting better all the time, and

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<v Speaker 1>yet they were terrible, producing these characters that were not

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<v Speaker 1>only not convincingly human, they were literally physically unpleasant to

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<v Speaker 1>look at. They were repulsive. Yeah, it was a period

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<v Speaker 1>when everyone was just foolishly optimistic about what we could

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<v Speaker 1>achieve with c g I, and you know, into in

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<v Speaker 1>a sense, maybe that hasn't gone away. We're still very

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<v Speaker 1>the Rogue one example, Like, clearly everyone is very optimistic

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<v Speaker 1>about how great this looked, and even though to your point,

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<v Speaker 1>it does look great, but within the context of the film,

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<v Speaker 1>something doesn't quite work. Yeah, I would say, Now for

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<v Speaker 1>some people, we can get into this more. I think,

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<v Speaker 1>especially in the next episode when we then the next one,

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<v Speaker 1>we want to try to go beyond the valley, the

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<v Speaker 1>Uncanny Valley. But I will say at this point, for

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<v Speaker 1>some people, Tarkan was not over the line or under

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<v Speaker 1>the line. I don't know where you put the line.

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<v Speaker 1>But for for some people it worked, and I do

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<v Speaker 1>think that's an interesting thing to acknowledge that while for

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<v Speaker 1>me I experienced this, uh, not to the same extent

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<v Speaker 1>as the Scorpion King, but a kind of Scorpion King revulsion,

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<v Speaker 1>not everybody did. Now, one thing about Tarkan is that

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<v Speaker 1>the Tarkan c Jack character is correct me if I'm wrong,

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<v Speaker 1>because I have not seen it myself yet. But he

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<v Speaker 1>is interacting with human actors in this in his scenes, yeah,

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<v Speaker 1>I think so, or at least he's in a film

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<v Speaker 1>with other human actors, even if he's not sharing the

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<v Speaker 1>exact same scene with them. So you might think, well,

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<v Speaker 1>if you just had a movie just full of brilliant

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<v Speaker 1>looking Tarkans, maybe it would be okay. And maybe it would.

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<v Speaker 1>But some of the classic examples of Uncanny Valley happened

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<v Speaker 1>to be films that are filled with nothing but c

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<v Speaker 1>g I characters. Yeah, how about one from the same

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<v Speaker 1>year as The mom of Your Turns two thousand one,

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<v Speaker 1>If you go back to Oh Yes, Final Fantasy, The

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<v Speaker 1>Spirits Within, I remember kind of liking it. I do too.

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<v Speaker 1>It was a film that I think I kind of

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<v Speaker 1>half watched, half worked on, like some just college coursework

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<v Speaker 1>or something just on in the background. And and maybe

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<v Speaker 1>that was the right level of immersion in it. But

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<v Speaker 1>I remember digging it. But at the same time, there

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<v Speaker 1>are a lot of dead puppet eyes in this movie.

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<v Speaker 1>Oh yeah, and it's so I saw it at the time.

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<v Speaker 1>I remember having mixed feelings about the animation, like in

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<v Speaker 1>some senses, I remember thinking, Wow, that looks so cool.

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<v Speaker 1>That again may have been a product of its time.

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<v Speaker 1>We can talk about that more, how our expectations change

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<v Speaker 1>as things go on. But also I don't know. There

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<v Speaker 1>were multiple things wrong with that movie, one of which

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<v Speaker 1>being that the last line of spoken dialogue in the movie,

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<v Speaker 1>as a friend of mine pointed out at the time,

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<v Speaker 1>was oh it's warm. Well I could I don't remember

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<v Speaker 1>the line, so I can't speak to it how well

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<v Speaker 1>it landed, But I can see that being a problem credits. Now,

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<v Speaker 1>another big one, this came out just three years later, is,

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<v Speaker 1>of course, The Polar Express. Now, when people talk about

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<v Speaker 1>the Uncanny Valley these days, I'd say this is a

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<v Speaker 1>top three mentioned. Yeah, this is one of the defining

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<v Speaker 1>nightmares of our time now based on a wonderful children's

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<v Speaker 1>book about the magic of Christmas time. Yeah, the book

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<v Speaker 1>is wonderful, but it's certainly one of these examples. If

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<v Speaker 1>you take a very brief children's book and you try

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<v Speaker 1>and adapt it into a a feature length motion picture,

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<v Speaker 1>that's very difficult to do. In fact, I'm really grasping

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<v Speaker 1>for an example where anybody actually pulled it off. Like,

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<v Speaker 1>the best adaptations of children's books that come to mind

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<v Speaker 1>are all very short, uh, very short films generally. I'm

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<v Speaker 1>thinking of Dr Seus's adaptations from the seventies and eighties,

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<v Speaker 1>not The Polar Express, which is just an exercise in

0:11:25.160 --> 0:11:31.400
<v Speaker 1>psychic trauma brought on by just seemingly intentionally weaponized Uncanny Valley. Um,

0:11:31.520 --> 0:11:35.160
<v Speaker 1>you know, the soulless puppet people. I've never seen this movie,

0:11:35.160 --> 0:11:37.079
<v Speaker 1>but I looked up clips to see what people were

0:11:37.080 --> 0:11:41.360
<v Speaker 1>talking about, and oh man, they they are not kidding it.

0:11:41.960 --> 0:11:44.320
<v Speaker 1>I don't know how children made it through this movie.

0:11:44.559 --> 0:11:48.000
<v Speaker 1>It has these it has these creepy elves, It's got

0:11:48.000 --> 0:11:52.360
<v Speaker 1>a creepy Tom Hanks as a train conductor. Nothing seems right,

0:11:52.440 --> 0:11:56.280
<v Speaker 1>Everything seems like it's just about to everybody's about to

0:11:56.280 --> 0:11:59.280
<v Speaker 1>start melting and screaming. Yeah. I think this is one

0:11:59.280 --> 0:12:02.480
<v Speaker 1>where it was a poor idea in my opinion, and

0:12:02.640 --> 0:12:06.080
<v Speaker 1>uh in the technology was not there to to rescue

0:12:06.080 --> 0:12:08.800
<v Speaker 1>the idea. Now the next one we're going to discuss though.

0:12:09.000 --> 0:12:12.040
<v Speaker 1>I think it was a great idea on paper, but

0:12:12.120 --> 0:12:15.319
<v Speaker 1>it just didn't work out on the screen. And that's

0:12:15.320 --> 0:12:18.280
<v Speaker 1>of course two thousand sevens Baywolf. Now as this Robert

0:12:18.360 --> 0:12:21.480
<v Speaker 1>Zemeckis who did this, Yeah, Robert Zemeckis helmed it. And

0:12:21.520 --> 0:12:24.760
<v Speaker 1>then the writing it was Neil Gaiman and Roger Avery.

0:12:24.840 --> 0:12:27.920
<v Speaker 1>So some you know, some some some big names just

0:12:27.960 --> 0:12:31.160
<v Speaker 1>attached and to the the ideas behind this, uh this movie,

0:12:31.160 --> 0:12:34.240
<v Speaker 1>and of course based on the story of Grindel and Beowulf,

0:12:34.280 --> 0:12:37.560
<v Speaker 1>which is a classic you would think, you know, hard

0:12:37.600 --> 0:12:41.760
<v Speaker 1>to miss action narrative. I think the Beowolf could make

0:12:41.760 --> 0:12:44.160
<v Speaker 1>a really great movie if somebody did it right. Yeah,

0:12:44.280 --> 0:12:46.960
<v Speaker 1>I think so too. I have yet to see that movie.

0:12:47.240 --> 0:12:51.319
<v Speaker 1>But but but certainly has all the the potential in

0:12:51.360 --> 0:12:54.040
<v Speaker 1>the world. And they had a pretty cool vocal cast

0:12:54.080 --> 0:12:56.240
<v Speaker 1>as well, I think. And Angelina Jolie is in it

0:12:56.320 --> 0:12:59.439
<v Speaker 1>as the monster's mother. They have ray Winstone as Bayolwolf. Yeah,

0:12:59.480 --> 0:13:02.560
<v Speaker 1>he does the voice of Beowulf, and uh, and who

0:13:02.640 --> 0:13:05.199
<v Speaker 1>was it that plays the monster? We were just crisp

0:13:06.960 --> 0:13:09.520
<v Speaker 1>now I've seen it all back home. Not one of

0:13:09.559 --> 0:13:12.600
<v Speaker 1>my favorite monster depictions of Grenville, by the way, But

0:13:13.200 --> 0:13:15.400
<v Speaker 1>he's a monster. We can get past that. But everybody

0:13:15.400 --> 0:13:18.480
<v Speaker 1>else in the film really has the uncanny valley that

0:13:18.640 --> 0:13:20.640
<v Speaker 1>going on to to a high degree. I think I

0:13:20.640 --> 0:13:24.199
<v Speaker 1>read a quote somewhere where film critic was talking about

0:13:24.240 --> 0:13:27.319
<v Speaker 1>how the monsters in the movie were only slightly less

0:13:27.320 --> 0:13:31.319
<v Speaker 1>frightening than the humans. Yeah, yeah, the humans. It just

0:13:31.440 --> 0:13:35.040
<v Speaker 1>it just didn't land. Now at this point you're probably thinking, well,

0:13:35.400 --> 0:13:38.720
<v Speaker 1>how about video games, because they're certainly when you're thinking

0:13:38.720 --> 0:13:42.560
<v Speaker 1>about computer animated human beings interacting with each other, staring

0:13:42.720 --> 0:13:46.000
<v Speaker 1>right into the camera, you think of video games. Yeah,

0:13:46.040 --> 0:13:49.480
<v Speaker 1>And and I think, and you know, here's here's the

0:13:49.480 --> 0:13:51.360
<v Speaker 1>thing here. I have to say that I haven't noticed

0:13:51.400 --> 0:13:54.040
<v Speaker 1>it as often these days I think a lot of

0:13:54.080 --> 0:13:57.800
<v Speaker 1>game animators have found ways to get around the uncanny Valley. Yeah.

0:13:58.160 --> 0:13:59.800
<v Speaker 1>I don't want to get to ahead of our flow here,

0:13:59.800 --> 0:14:02.920
<v Speaker 1>but I think one thing that I've noticed they sometimes

0:14:02.920 --> 0:14:06.840
<v Speaker 1>do is that they don't actually go for photo realism,

0:14:06.880 --> 0:14:09.120
<v Speaker 1>and they go for a kind of more real than

0:14:09.200 --> 0:14:13.920
<v Speaker 1>real combination of like a comic book style type character illustration,

0:14:14.520 --> 0:14:18.440
<v Speaker 1>and then these other realistic aspects that when when you

0:14:18.480 --> 0:14:21.040
<v Speaker 1>look at a video game character, you would never mistake

0:14:21.040 --> 0:14:24.000
<v Speaker 1>it for a photograph of a person, even even one

0:14:24.080 --> 0:14:27.680
<v Speaker 1>that's got really good graphics. But much like the way

0:14:27.920 --> 0:14:30.480
<v Speaker 1>dialogue is written in films, you know, you don't want

0:14:30.480 --> 0:14:34.080
<v Speaker 1>to make dialogue sound like real people talk, because that

0:14:34.120 --> 0:14:36.680
<v Speaker 1>would be horrible to listen to, but you do want

0:14:36.680 --> 0:14:40.240
<v Speaker 1>to make it sound quote realistic. You don't want to

0:14:40.280 --> 0:14:43.640
<v Speaker 1>make your characters look too realistic in animation, but you

0:14:43.680 --> 0:14:46.640
<v Speaker 1>do want to make them look quote realistic. In other words,

0:14:46.680 --> 0:14:50.160
<v Speaker 1>they feel real. Yeah, this reminds me of a game

0:14:50.200 --> 0:14:52.200
<v Speaker 1>franchise that I haven't I don't think I've ever played

0:14:52.200 --> 0:14:54.520
<v Speaker 1>more than a demo of this, but the Gears of

0:14:54.520 --> 0:14:57.480
<v Speaker 1>War series. So all the people in this kind of

0:14:57.480 --> 0:14:59.600
<v Speaker 1>look like like if you're gonna be critical, but you

0:14:59.640 --> 0:15:02.040
<v Speaker 1>might say everyone looks kind of like they're weird guerrilla people.

0:15:02.280 --> 0:15:04.440
<v Speaker 1>Like it was a like we're in an alternate world

0:15:04.520 --> 0:15:08.880
<v Speaker 1>where unrealistically huge upper bodies. Yeah, as if evolution took

0:15:08.920 --> 0:15:13.520
<v Speaker 1>a slightly different turn into an intelligent primates. Uh. And

0:15:13.640 --> 0:15:16.480
<v Speaker 1>yet they look real. They don't look like they don't

0:15:16.480 --> 0:15:19.000
<v Speaker 1>get an uncanny effect rolling off them, Like you know,

0:15:19.040 --> 0:15:20.760
<v Speaker 1>you look at them, you can see pores, you can

0:15:20.800 --> 0:15:25.680
<v Speaker 1>see hair follicills. They look real, but they are but

0:15:25.720 --> 0:15:29.920
<v Speaker 1>that they are certainly not going for authentic human being

0:15:29.920 --> 0:15:32.200
<v Speaker 1>there all right, Now, I want to put out one

0:15:32.200 --> 0:15:34.480
<v Speaker 1>more example here before we move on, and it's a

0:15:34.600 --> 0:15:39.360
<v Speaker 1>rare example of uncanny valley avoidance, a very specific type

0:15:39.360 --> 0:15:42.840
<v Speaker 1>of uncanny valley avoidance, and that is au from a

0:15:42.880 --> 0:15:46.120
<v Speaker 1>fantastic stop motion short that was produced by the National

0:15:46.160 --> 0:15:48.560
<v Speaker 1>Film Board of Canada. And you can find this online

0:15:48.560 --> 0:15:50.560
<v Speaker 1>if you just do a search for it. It's Madam

0:15:50.640 --> 0:15:54.880
<v Speaker 1>Tutley Putly and it's a wonderful little little film, very

0:15:54.960 --> 0:15:59.320
<v Speaker 1>very French feel to it. Characters on a train, weirds,

0:15:59.320 --> 0:16:02.800
<v Speaker 1>frightening things occurring. Uh, definitely check it out. But the

0:16:03.120 --> 0:16:06.520
<v Speaker 1>trick to it there, these are stop motion animated characters,

0:16:06.880 --> 0:16:10.040
<v Speaker 1>and their eyes just feel so alive. They stare right

0:16:10.080 --> 0:16:12.640
<v Speaker 1>into you, and you don't you don't question for a

0:16:12.680 --> 0:16:15.760
<v Speaker 1>second that these are that these are people. And the

0:16:16.000 --> 0:16:18.600
<v Speaker 1>trick that they employed is that they used real human eyes,

0:16:19.200 --> 0:16:22.280
<v Speaker 1>not in a you know, depraved, evil puppet master kind

0:16:22.320 --> 0:16:25.400
<v Speaker 1>of way, either. They videotape the eyes of human actors

0:16:25.440 --> 0:16:27.800
<v Speaker 1>and then blended the footage with that of the puppets.

0:16:28.240 --> 0:16:31.480
<v Speaker 1>That sounds like an incredible gambit, because that sounds like

0:16:31.520 --> 0:16:34.360
<v Speaker 1>that could have produced some of the worst Uncanny Valley

0:16:34.400 --> 0:16:37.000
<v Speaker 1>feelings ever if it went wrong. Yeah, and and I

0:16:37.040 --> 0:16:38.720
<v Speaker 1>don't know, there may be some people who watch this

0:16:38.840 --> 0:16:41.880
<v Speaker 1>short and and have the opposite effect and and think

0:16:41.880 --> 0:16:44.560
<v Speaker 1>that it's super creepy. I found it to be like this,

0:16:44.560 --> 0:16:48.960
<v Speaker 1>this interesting example of circumventing the Uncanny Valley. But I'll

0:16:49.000 --> 0:16:50.680
<v Speaker 1>leave it for you guys to decide. I'll include a

0:16:50.720 --> 0:16:52.360
<v Speaker 1>link to this one as well as some of the

0:16:52.360 --> 0:16:54.480
<v Speaker 1>other sources we're talking about on the landing page for

0:16:54.520 --> 0:16:56.960
<v Speaker 1>this episode. It's stuff to blow your mind dot com.

0:16:57.000 --> 0:16:58.760
<v Speaker 1>All right, Well, we are going to take a quick

0:16:58.800 --> 0:17:01.040
<v Speaker 1>break and when we come back will get into the

0:17:01.080 --> 0:17:04.120
<v Speaker 1>origin of the scientific idea of the Uncanny Valley and

0:17:04.200 --> 0:17:11.399
<v Speaker 1>its history and research. All right, we're back. So the

0:17:11.480 --> 0:17:13.919
<v Speaker 1>Uncanny Valley. Where does this even come from? Right? So

0:17:13.920 --> 0:17:16.600
<v Speaker 1>we've already been talking about it because most people have

0:17:16.720 --> 0:17:19.639
<v Speaker 1>heard of this, they're somewhat familiar with it. I was

0:17:19.680 --> 0:17:22.679
<v Speaker 1>talking to Rachel about it though. She was saying, you know,

0:17:23.640 --> 0:17:26.600
<v Speaker 1>at least to her, it had this connotation of just

0:17:26.760 --> 0:17:32.040
<v Speaker 1>generally synthetically generated images being creepy in one way or another.

0:17:32.359 --> 0:17:34.480
<v Speaker 1>So maybe we should get into the specifics of the

0:17:34.520 --> 0:17:37.200
<v Speaker 1>origin of the idea. So let's go back to the

0:17:37.280 --> 0:17:42.840
<v Speaker 1>year nineteen seventy. Everything's great, Wait is it? I don't know,

0:17:43.200 --> 0:17:46.639
<v Speaker 1>but but everybody, everybody's looking forward to the future in

0:17:46.760 --> 0:17:49.440
<v Speaker 1>terms of creating humanoid robots. What are we going to

0:17:49.520 --> 0:17:52.879
<v Speaker 1>be able to do well? The Japanese roboticist massa Hiro

0:17:52.960 --> 0:17:57.560
<v Speaker 1>Mori of the Tokyo Institute of Technology. He wrote a

0:17:57.600 --> 0:18:00.760
<v Speaker 1>paper that was published in this Japanese journal Energy that

0:18:00.920 --> 0:18:05.840
<v Speaker 1>coined the term uncanny Valley to describe a problem that

0:18:05.880 --> 0:18:09.359
<v Speaker 1>he was predicting with increasingly humanoid robots. And this was

0:18:09.400 --> 0:18:15.240
<v Speaker 1>based on just some observations he'd had of of different events.

0:18:15.280 --> 0:18:18.000
<v Speaker 1>So you might say incidents in the progress of designing

0:18:18.040 --> 0:18:21.520
<v Speaker 1>humanoid robots, such as consumer electronics shows in Japan and

0:18:21.560 --> 0:18:25.120
<v Speaker 1>stuff like that. So what he predicted was that as

0:18:25.520 --> 0:18:27.920
<v Speaker 1>you had a humanoid robot, robot that looks like a

0:18:28.000 --> 0:18:32.680
<v Speaker 1>human and its likeness to a human increased, our attitude

0:18:32.960 --> 0:18:36.560
<v Speaker 1>towards them would improve. Our affinity would go up as

0:18:36.600 --> 0:18:40.920
<v Speaker 1>they became more human, until they reached a certain tipping

0:18:41.000 --> 0:18:44.879
<v Speaker 1>point of similarity to humans, where suddenly our affinity, our

0:18:44.960 --> 0:18:50.600
<v Speaker 1>friendly attitude, almost immediately shifts and plunges down into strong revulsion.

0:18:51.880 --> 0:18:55.600
<v Speaker 1>Being human is likable, being sort of human is likable,

0:18:55.720 --> 0:19:00.320
<v Speaker 1>but being almost human is horrible and repulsive. And then

0:19:00.320 --> 0:19:03.119
<v Speaker 1>of course at the final end, uh you you would

0:19:03.200 --> 0:19:05.040
<v Speaker 1>have a real human. So you can think of the

0:19:05.119 --> 0:19:08.000
<v Speaker 1>uncanny valley as a phase in a graph, an X

0:19:08.160 --> 0:19:11.480
<v Speaker 1>Y graph, and along the horizontal axis on the bottom,

0:19:11.640 --> 0:19:14.439
<v Speaker 1>you've got the degree of similarity to a human, and

0:19:14.480 --> 0:19:17.000
<v Speaker 1>then on the vertical axis you've got the degree of

0:19:17.040 --> 0:19:20.800
<v Speaker 1>our affinity for the object. And more hypothesized, this graph

0:19:20.800 --> 0:19:23.240
<v Speaker 1>would have these two peaks. You'd start with zero on

0:19:23.320 --> 0:19:26.040
<v Speaker 1>both axes, because a thing that has no human like

0:19:26.200 --> 0:19:29.920
<v Speaker 1>traits basically gets no human affinity response one way or another.

0:19:29.960 --> 0:19:32.119
<v Speaker 1>And we just don't you know, how much do you

0:19:32.200 --> 0:19:35.720
<v Speaker 1>really like an industrial conveyor belt. You're just sort of

0:19:35.760 --> 0:19:39.960
<v Speaker 1>neutral on it. But as you increase the humanity, you

0:19:40.080 --> 0:19:44.720
<v Speaker 1>give a robot arms or something that looks like a face, eyes, limbs,

0:19:45.119 --> 0:19:48.639
<v Speaker 1>you climb this gentle, gradual slope to the first peak

0:19:48.680 --> 0:19:53.240
<v Speaker 1>and affinity. Um, you know, and he didn't name the peak,

0:19:53.240 --> 0:19:55.000
<v Speaker 1>but I think we should name the peak. I think

0:19:55.000 --> 0:19:58.000
<v Speaker 1>this first peak should be called something like the cuteness peak.

0:19:58.119 --> 0:20:01.399
<v Speaker 1>That's not exactly right because it's not exactly cuteness, but

0:20:01.480 --> 0:20:05.920
<v Speaker 1>it's recognizing something kind of human about what you're looking at. Yeah, Like,

0:20:06.680 --> 0:20:08.880
<v Speaker 1>I mean, we don't have to describe cute to everyone here,

0:20:08.920 --> 0:20:11.960
<v Speaker 1>but certainly this is hello kitty territory, this is the

0:20:12.240 --> 0:20:16.120
<v Speaker 1>this is the domain of large eyed It's vaguely infant

0:20:16.200 --> 0:20:19.560
<v Speaker 1>or kitten like creatures that would never be mistaken for

0:20:19.640 --> 0:20:22.200
<v Speaker 1>human or real, but they resonate with us for a

0:20:22.280 --> 0:20:24.359
<v Speaker 1>number of reasons. We could do a whole podcast infect

0:20:24.400 --> 0:20:27.320
<v Speaker 1>we have an old podcast episode about the science of cute.

0:20:27.359 --> 0:20:31.160
<v Speaker 1>Why that connects with us? Yeah, so they would include

0:20:31.200 --> 0:20:33.720
<v Speaker 1>that would include all kinds of robots that just kind

0:20:33.720 --> 0:20:37.520
<v Speaker 1>of have general, very basic faces that don't try to

0:20:37.560 --> 0:20:40.520
<v Speaker 1>have human skin or anything like that. That just might

0:20:40.600 --> 0:20:45.440
<v Speaker 1>have like kind of a mouth and some cartoonish eyes. Yeah, sure,

0:20:45.520 --> 0:20:48.159
<v Speaker 1>there you go. That the c three po boldly on

0:20:48.200 --> 0:20:52.520
<v Speaker 1>the cuteness. But at a certain point after this first speak,

0:20:52.600 --> 0:20:55.480
<v Speaker 1>this graph drops off steeply. So you keep going along

0:20:55.480 --> 0:20:58.680
<v Speaker 1>the x axis, but then the y axis drops off,

0:20:58.760 --> 0:21:01.880
<v Speaker 1>not just down to zero, but far below zero, into

0:21:01.880 --> 0:21:05.199
<v Speaker 1>the negative affinity range. And this part of the graph

0:21:05.280 --> 0:21:08.760
<v Speaker 1>is the uncanny valley. As the similarity to a real

0:21:08.880 --> 0:21:12.520
<v Speaker 1>human continues to increase near a dent. In other words,

0:21:12.720 --> 0:21:16.600
<v Speaker 1>as it becomes indistinguishable from a real human, our affinity

0:21:16.680 --> 0:21:20.280
<v Speaker 1>sharply shoots back up the second peak toward reality. So

0:21:20.320 --> 0:21:23.320
<v Speaker 1>I'd call this second peak the reality peak. It's when

0:21:23.359 --> 0:21:28.480
<v Speaker 1>you become, for all intents and purposes, a real human being. Yeah.

0:21:28.800 --> 0:21:31.640
<v Speaker 1>I would also say that if if robots were candy,

0:21:31.920 --> 0:21:35.240
<v Speaker 1>the bottom of the uncanny valley would be banana flavored

0:21:35.280 --> 0:21:38.320
<v Speaker 1>candy like that for me has always been a flavor

0:21:38.400 --> 0:21:41.040
<v Speaker 1>where it's like clearly like not only like runts that

0:21:41.119 --> 0:21:44.360
<v Speaker 1>have the bananas. I think, so like like great candy,

0:21:44.560 --> 0:21:47.600
<v Speaker 1>like grape candy doesn't really taste like grapes, but it's

0:21:47.800 --> 0:21:50.119
<v Speaker 1>it's far enough from the Uncanny Valley of candy that

0:21:50.160 --> 0:21:53.760
<v Speaker 1>you're you're okay, whoa, You're right, banana candy actually does

0:21:53.880 --> 0:21:57.080
<v Speaker 1>taste like bananas in a way that makes it not

0:21:57.320 --> 0:22:01.720
<v Speaker 1>really good. Yeah, Like I've candy fans, I don't eat

0:22:01.720 --> 0:22:04.639
<v Speaker 1>that much candy anymore. So maybe the technology has advanced,

0:22:04.640 --> 0:22:08.399
<v Speaker 1>but uh, my memory of the banana candy is is

0:22:08.840 --> 0:22:12.359
<v Speaker 1>that of an uncanny experience. Now, one thing we should

0:22:12.359 --> 0:22:14.679
<v Speaker 1>note is that so this original paper was published in

0:22:14.800 --> 0:22:19.439
<v Speaker 1>nineteen seventy twelve. English translation was published in uh the

0:22:19.520 --> 0:22:22.280
<v Speaker 1>I Triple A Robotics and Automation magazine. And that's what

0:22:22.320 --> 0:22:24.760
<v Speaker 1>I was using is my reference, that English translation from

0:22:26.200 --> 0:22:29.120
<v Speaker 1>uh and so it has some graphs here. It has

0:22:29.160 --> 0:22:32.679
<v Speaker 1>Morey's original graphs or interpretations of them, and we can

0:22:32.720 --> 0:22:35.280
<v Speaker 1>get into a little more detail on the nuances of

0:22:35.320 --> 0:22:37.640
<v Speaker 1>Morey's theory. But one thing I did read was that

0:22:38.480 --> 0:22:43.000
<v Speaker 1>many years later, somebody contacted more and he and they

0:22:43.040 --> 0:22:45.240
<v Speaker 1>were talking to him about this idea he had of

0:22:45.280 --> 0:22:47.719
<v Speaker 1>the uncanny Valley, and they were like, well, does does

0:22:47.760 --> 0:22:51.040
<v Speaker 1>anything lie beyond the peak of reality? And he said, hey,

0:22:51.040 --> 0:22:53.919
<v Speaker 1>oh yeah, actually there is such a thing. And he

0:22:54.000 --> 0:22:56.400
<v Speaker 1>said you know, beyond the real human, you'd have sort

0:22:56.440 --> 0:23:03.000
<v Speaker 1>of like artistic ideals, like the realm of forms even right. Yeah,

0:23:03.040 --> 0:23:05.199
<v Speaker 1>So well, I think he used an example of like

0:23:05.240 --> 0:23:08.400
<v Speaker 1>a statue of Buddha, you know, a beautiful, perfect statue

0:23:08.400 --> 0:23:11.359
<v Speaker 1>of Buddha. It's almost like it we have greater affinity

0:23:11.400 --> 0:23:15.280
<v Speaker 1>for it than we have for a realistic human because

0:23:15.280 --> 0:23:18.440
<v Speaker 1>we've been, well, to a large point, we've been conditioned

0:23:18.480 --> 0:23:20.960
<v Speaker 1>to right. Yeah, that that kind of gets into this,

0:23:20.960 --> 0:23:24.159
<v Speaker 1>this idea of conditioned familiarity that we not only have

0:23:24.240 --> 0:23:27.960
<v Speaker 1>with my religious icons, but also with pop culture icons,

0:23:28.320 --> 0:23:31.200
<v Speaker 1>so not only the Buddha, but also Robbie the robot,

0:23:31.800 --> 0:23:36.040
<v Speaker 1>or or even the Terminator or well, yeah, that does

0:23:36.160 --> 0:23:38.960
<v Speaker 1>make me think that in some ways, if if aesthetic

0:23:39.000 --> 0:23:41.800
<v Speaker 1>ideals and things that were familiar with through our culture

0:23:42.240 --> 0:23:45.080
<v Speaker 1>might be even beyond humans. I mean, again, this is

0:23:45.119 --> 0:23:47.840
<v Speaker 1>not like rigorous research, This is just what more he says,

0:23:47.880 --> 0:23:51.119
<v Speaker 1>he thinks, who predicts, Uh, could could there be like

0:23:51.160 --> 0:23:54.480
<v Speaker 1>a robot that we really love that's actually better than

0:23:54.520 --> 0:23:56.960
<v Speaker 1>a than a normal human? Well, you know, there's a

0:23:57.040 --> 0:23:59.920
<v Speaker 1>study that came out last year, I believe from Penn

0:24:00.000 --> 0:24:02.520
<v Speaker 1>State University that was kind of interesting alone. These lines.

0:24:02.840 --> 0:24:06.679
<v Speaker 1>So the researchers survey three seventy nine adults ages ages

0:24:06.760 --> 0:24:09.680
<v Speaker 1>sixty to eighty six, and they asked them for specific

0:24:09.720 --> 0:24:13.240
<v Speaker 1>memories of robot films they'd seen in their general attitudes

0:24:13.320 --> 0:24:16.480
<v Speaker 1>towards robots and and the you know, with the age here,

0:24:16.560 --> 0:24:20.720
<v Speaker 1>as you might imagine, they're really looking at at potential

0:24:20.760 --> 0:24:22.600
<v Speaker 1>care robots, like the idea of like what kind of

0:24:22.680 --> 0:24:24.680
<v Speaker 1>robots should help you use the bathroom? Do you want

0:24:24.720 --> 0:24:26.960
<v Speaker 1>something that looks like kind of like a person, or

0:24:27.000 --> 0:24:29.840
<v Speaker 1>do you want something that looks like a forklift with

0:24:30.480 --> 0:24:32.840
<v Speaker 1>a forklift mated with an easy chair. But if you

0:24:32.880 --> 0:24:36.000
<v Speaker 1>look at the ages used here and twenty sixteen, when

0:24:36.040 --> 0:24:38.520
<v Speaker 1>the study took place, you can say that these people

0:24:38.640 --> 0:24:41.080
<v Speaker 1>grew up with science fiction. Oh yeah, I mean they

0:24:41.160 --> 0:24:44.159
<v Speaker 1>might not have personally consumed a lot of it, but

0:24:44.200 --> 0:24:46.720
<v Speaker 1>it's in the culture, right, Yeah. They they definitely had

0:24:46.760 --> 0:24:49.760
<v Speaker 1>access to it. And the researchers found that individuals who

0:24:49.760 --> 0:24:53.919
<v Speaker 1>could recall more cinematic robot portrayals were increasingly likely to

0:24:53.960 --> 0:24:56.560
<v Speaker 1>hold positive attitudes towards robots in general. So it didn't

0:24:56.600 --> 0:25:01.320
<v Speaker 1>matter if they remembered murderous killbots or well meaning hell probots. Uh,

0:25:01.400 --> 0:25:05.880
<v Speaker 1>they need the mere memory of multiple robotic portrayals correlated

0:25:05.880 --> 0:25:09.920
<v Speaker 1>to pro robot vibes, so to study findings. They also

0:25:09.960 --> 0:25:14.520
<v Speaker 1>backed up the importance of human looking human asque robots

0:25:14.760 --> 0:25:18.159
<v Speaker 1>to invoke a sympathetic user response. But the researcher stress

0:25:18.200 --> 0:25:21.720
<v Speaker 1>that robot designers might want to incorporate robotic features that

0:25:21.800 --> 0:25:25.760
<v Speaker 1>older adults will remember from their cinematic past. So it's

0:25:25.800 --> 0:25:28.560
<v Speaker 1>saying that, like, don't just try to make it like

0:25:28.600 --> 0:25:30.800
<v Speaker 1>a human. Try to make it like the robots we

0:25:30.840 --> 0:25:33.639
<v Speaker 1>have known and loved. Yeah, like make it fun. You know,

0:25:34.680 --> 0:25:36.320
<v Speaker 1>if I'm if I need a robot to help me

0:25:36.359 --> 0:25:38.840
<v Speaker 1>go to the bathroom, may make it. Make make them

0:25:38.840 --> 0:25:41.119
<v Speaker 1>the robots from Silent Running, you know, Huie, Dowie and

0:25:41.119 --> 0:25:43.760
<v Speaker 1>Louie a little little guys. Then at least I can

0:25:43.800 --> 0:25:46.840
<v Speaker 1>engage my nostalgia a little bit totally. So I want

0:25:46.840 --> 0:25:48.959
<v Speaker 1>to look at a few more nuances from Maury's original

0:25:49.000 --> 0:25:51.440
<v Speaker 1>paper in nineteen seventy. So one thing I do think

0:25:51.440 --> 0:25:53.239
<v Speaker 1>it's very interesting and I want to come back to

0:25:53.400 --> 0:25:57.359
<v Speaker 1>as we explore this topic more. More hypothesizes in the

0:25:57.359 --> 0:26:00.600
<v Speaker 1>original paper that our perception of an un handy valley

0:26:00.680 --> 0:26:04.119
<v Speaker 1>might depend on the context in which we're we're viewing

0:26:04.160 --> 0:26:06.800
<v Speaker 1>the being. And the example he gives here is he's

0:26:06.800 --> 0:26:10.720
<v Speaker 1>talking about buon Rocko puppets, and so he says, quote,

0:26:10.760 --> 0:26:13.480
<v Speaker 1>I don't think that on close inspection of bun Rocku

0:26:13.520 --> 0:26:17.600
<v Speaker 1>puppet appears similar to a human being. But when we

0:26:17.720 --> 0:26:20.480
<v Speaker 1>enjoy a puppet show in the theater, were seated at

0:26:20.520 --> 0:26:24.080
<v Speaker 1>a certain distance from the stage, the puppets absolute size

0:26:24.200 --> 0:26:28.280
<v Speaker 1>is ignored. Its total appearance, including hand and eye movements,

0:26:28.640 --> 0:26:31.040
<v Speaker 1>is close to that of a human being. So, given

0:26:31.080 --> 0:26:34.360
<v Speaker 1>our tendency as an audience to become absorbed in this

0:26:34.440 --> 0:26:37.240
<v Speaker 1>form of art, we might feel a high level of

0:26:37.280 --> 0:26:40.960
<v Speaker 1>affinity for the puppet. I think that's interesting. So it's

0:26:41.040 --> 0:26:44.119
<v Speaker 1>it's not just the object, but it's also the context

0:26:44.160 --> 0:26:46.840
<v Speaker 1>in which we experience the object. You might have very

0:26:46.840 --> 0:26:50.159
<v Speaker 1>different feelings about a bun Rocku puppet lying on the

0:26:50.160 --> 0:26:54.160
<v Speaker 1>floor versus one that you go to see in the

0:26:54.200 --> 0:26:57.040
<v Speaker 1>context of staging a play. Yeah. I think that the

0:26:57.080 --> 0:27:00.679
<v Speaker 1>puppet argument is something to keep in mind throughout considerations

0:27:00.680 --> 0:27:02.359
<v Speaker 1>of the Uncanny Valley because there are a lot of

0:27:02.359 --> 0:27:03.720
<v Speaker 1>people that there are a lot of people who have

0:27:03.800 --> 0:27:06.840
<v Speaker 1>kind of um an irrational version to puppets in general,

0:27:06.880 --> 0:27:09.960
<v Speaker 1>and certainly if you take just a still puppet and

0:27:09.960 --> 0:27:12.399
<v Speaker 1>you hold it up, there are various puppets that one

0:27:12.480 --> 0:27:15.600
<v Speaker 1>might find a little bit uncanny or creepy, etcetera. But

0:27:15.640 --> 0:27:19.159
<v Speaker 1>in the process of performing with a talented performer is

0:27:19.240 --> 0:27:21.720
<v Speaker 1>going to bring that to life. Like that's the art form.

0:27:22.040 --> 0:27:25.280
<v Speaker 1>And and there's so many different varieties of puppetry. Certainly

0:27:25.280 --> 0:27:30.560
<v Speaker 1>they're they're too broad categories are it's situations where the

0:27:30.600 --> 0:27:33.919
<v Speaker 1>puppeteer is visible and puppet situation where puppeteer is not.

0:27:34.040 --> 0:27:36.200
<v Speaker 1>You know, so you have your basic the Muppets situation

0:27:36.320 --> 0:27:38.520
<v Speaker 1>where you don't see the puppeteers, but there are plenty

0:27:38.560 --> 0:27:42.480
<v Speaker 1>of art forms of puppetry performance styles in which the

0:27:42.520 --> 0:27:46.280
<v Speaker 1>puppeteer is very visible, either completely or just their face.

0:27:46.440 --> 0:27:48.480
<v Speaker 1>You see their eyes, you see that there's a person

0:27:48.520 --> 0:27:51.920
<v Speaker 1>involved here, and uh, and there's not this this mystery

0:27:52.000 --> 0:27:55.399
<v Speaker 1>or this sense of deception, right, yeah, I think conceptual

0:27:55.760 --> 0:27:59.159
<v Speaker 1>clues like that are very important. Also is when you

0:27:59.200 --> 0:28:01.880
<v Speaker 1>consider the the the idea of going to a puppet theater,

0:28:02.359 --> 0:28:07.440
<v Speaker 1>it also includes a certain attitude charging effect in the audience,

0:28:07.880 --> 0:28:10.720
<v Speaker 1>Like an an audience member goes to a puppet theater

0:28:11.160 --> 0:28:14.840
<v Speaker 1>prepared to suspend their disbelief, like you know what I mean,

0:28:14.960 --> 0:28:17.920
<v Speaker 1>Like you put yourself in an intentional state of open

0:28:17.960 --> 0:28:21.760
<v Speaker 1>mindedness about what you're viewing, and you give yourself an

0:28:21.760 --> 0:28:24.959
<v Speaker 1>interpretive framework through which to Like if you were not

0:28:25.119 --> 0:28:28.600
<v Speaker 1>prepared to watch a puppet theater story and suddenly a

0:28:28.640 --> 0:28:31.840
<v Speaker 1>puppet was just moving around, that might be a lot creepier.

0:28:33.240 --> 0:28:35.920
<v Speaker 1>So part of the Uncanny Valley effect is probably also

0:28:36.080 --> 0:28:39.080
<v Speaker 1>in the viewer themselves and in the so the context

0:28:39.160 --> 0:28:41.560
<v Speaker 1>is not just where you are, what's going on with

0:28:41.560 --> 0:28:45.400
<v Speaker 1>what you're looking at, but what you're expecting to see. Now.

0:28:45.480 --> 0:28:48.880
<v Speaker 1>One more thing that Morey points out is he thinks

0:28:48.920 --> 0:28:51.480
<v Speaker 1>that they're going to be very different rules governing the

0:28:51.600 --> 0:28:57.000
<v Speaker 1>Uncanny Valley for still objects versus moving objects. And essentially

0:28:57.000 --> 0:29:00.960
<v Speaker 1>his hypothesis is that movement is going to amplify both

0:29:01.000 --> 0:29:04.239
<v Speaker 1>the peaks and the valleys of the graph. So if

0:29:04.240 --> 0:29:07.080
<v Speaker 1>you imagine the graph we said earlier, gentle slope up

0:29:07.080 --> 0:29:09.960
<v Speaker 1>to first peak, you know, kind of cute whatever has

0:29:10.040 --> 0:29:13.440
<v Speaker 1>some human characteristics, then a dip down into too close

0:29:13.480 --> 0:29:16.280
<v Speaker 1>to human but not there, and then a final rise

0:29:16.360 --> 0:29:20.080
<v Speaker 1>up to actually human. He he would say if it's moving,

0:29:20.200 --> 0:29:22.360
<v Speaker 1>the peaks are going to be higher and the valleys

0:29:22.400 --> 0:29:25.520
<v Speaker 1>are going to be lower. Okay, so a thing that

0:29:25.720 --> 0:29:28.800
<v Speaker 1>is moving gets greater affinity if it's good if it's

0:29:28.840 --> 0:29:31.560
<v Speaker 1>at one of these two peaks, but it's even more

0:29:31.600 --> 0:29:35.160
<v Speaker 1>revolting and unpleasant if it's at the valley. Uh So

0:29:35.320 --> 0:29:38.280
<v Speaker 1>this this makes me think of Samara in The Ring,

0:29:38.920 --> 0:29:41.320
<v Speaker 1>those scenes where Samara is emerging from the TV or

0:29:41.320 --> 0:29:45.240
<v Speaker 1>the well, her movement is is jerky and and I

0:29:45.320 --> 0:29:48.400
<v Speaker 1>understand that they created that effect by having the actor

0:29:48.600 --> 0:29:52.080
<v Speaker 1>or actress walk backwards and then reversing the footage. So

0:29:52.160 --> 0:29:55.120
<v Speaker 1>you have this, you have this this movement that is

0:29:55.640 --> 0:29:58.600
<v Speaker 1>you know, natural, but being reversed it it feels very

0:29:58.680 --> 0:30:01.960
<v Speaker 1>unnatural and and it's hard to really pinpoint what's not

0:30:02.120 --> 0:30:05.800
<v Speaker 1>working for you about it. Right. So More in the

0:30:05.920 --> 0:30:09.520
<v Speaker 1>end concludes he gives this recommendation based on his hypothesis.

0:30:09.520 --> 0:30:12.760
<v Speaker 1>He says, don't go for realism, right, It's gonna be

0:30:12.880 --> 0:30:16.239
<v Speaker 1>so hard if you're designing a humanoid robot. Now, a

0:30:16.240 --> 0:30:18.840
<v Speaker 1>lot of what we're we're talking about in these episodes

0:30:18.960 --> 0:30:22.520
<v Speaker 1>is animation. He's talking primarily about humanoid robots, but typically

0:30:22.560 --> 0:30:26.600
<v Speaker 1>these uh two fields get somewhat conflated in discussion of

0:30:26.640 --> 0:30:28.760
<v Speaker 1>the Uncanny Valley, because in both cases you're trying to

0:30:28.760 --> 0:30:32.720
<v Speaker 1>create something that looks pleasingly human. Um. He wrote, it's

0:30:32.720 --> 0:30:35.240
<v Speaker 1>gonna be so hard to get out of the valley

0:30:35.320 --> 0:30:38.280
<v Speaker 1>up the second peak, that that's the reality peak is

0:30:38.840 --> 0:30:42.800
<v Speaker 1>so steep. Instead, roboticists should not try, and instead they

0:30:42.800 --> 0:30:45.600
<v Speaker 1>should aim for the very tip of the first peak.

0:30:46.160 --> 0:30:48.440
<v Speaker 1>Stick on the cuteness peak because we know we can

0:30:48.440 --> 0:30:52.880
<v Speaker 1>get there. Think think Wally or other cute humanoid robots.

0:30:52.920 --> 0:30:55.520
<v Speaker 1>The first peak is not really that hard to attain.

0:30:55.920 --> 0:30:58.200
<v Speaker 1>People respond well to it, So why do you need

0:30:58.240 --> 0:31:01.240
<v Speaker 1>to try to go past it? Um? You know. As

0:31:01.280 --> 0:31:04.760
<v Speaker 1>for animated humans, I think a good analogy might be here.

0:31:04.840 --> 0:31:09.040
<v Speaker 1>Here's one Pixars The Incredibles versus Final Fantasy The Spirits,

0:31:09.080 --> 0:31:12.160
<v Speaker 1>within which we already mentioned. The former they don't look

0:31:12.200 --> 0:31:15.400
<v Speaker 1>like real humans at all, right, they're cute, cartoonish, non

0:31:15.520 --> 0:31:19.080
<v Speaker 1>realistic humans, but they're quite pleasant. The latter goes for

0:31:19.400 --> 0:31:23.840
<v Speaker 1>and fails at photo realism and creates these characters that

0:31:23.880 --> 0:31:26.880
<v Speaker 1>are stiff and unsettling. In other words, he says, don't

0:31:26.880 --> 0:31:28.880
<v Speaker 1>try to climb out of the valley. Just don't go

0:31:28.920 --> 0:31:32.040
<v Speaker 1>into the valley to begin with. Yeah, this this really

0:31:32.040 --> 0:31:34.520
<v Speaker 1>brings to mind just the idea of like filmmakers and

0:31:34.600 --> 0:31:38.320
<v Speaker 1>creators standing on the the the edge of this physical

0:31:38.440 --> 0:31:40.880
<v Speaker 1>valley and there's a local guide. They're saying, don't do it.

0:31:41.160 --> 0:31:43.520
<v Speaker 1>Don't do it, the value will consume you. And they're like, no,

0:31:43.600 --> 0:31:45.880
<v Speaker 1>we're Lucasfilm. We can do it. Yeah, we got all

0:31:45.880 --> 0:31:49.120
<v Speaker 1>this high text gear. There's no way that anything's gonna

0:31:49.160 --> 0:31:50.840
<v Speaker 1>take us down there. And then they go down there

0:31:50.840 --> 0:31:54.040
<v Speaker 1>and it's just Jurassic Parker congo with They just get

0:31:54.080 --> 0:31:57.720
<v Speaker 1>torn apart. You know, I do. I do think the

0:31:58.120 --> 0:32:01.360
<v Speaker 1>dinosaurs in Jurassic Park come out of the uncanny valley

0:32:01.360 --> 0:32:04.760
<v Speaker 1>for dinosaurs. They do. Yeah, And that introduces an interesting

0:32:04.760 --> 0:32:08.720
<v Speaker 1>wrinkle in that, like Maury is talking about human wide qualities,

0:32:09.280 --> 0:32:13.080
<v Speaker 1>it would probably be a related but different thing to

0:32:13.200 --> 0:32:19.880
<v Speaker 1>just say animal reality versus specifically human reality. Yeah, because

0:32:20.000 --> 0:32:23.000
<v Speaker 1>I mean when for non human creatures, certainly we've been

0:32:23.000 --> 0:32:26.000
<v Speaker 1>able to nail that. For ages to stop motion creatures,

0:32:26.040 --> 0:32:28.560
<v Speaker 1>often even if their movements are kind of herky jerky,

0:32:28.600 --> 0:32:33.080
<v Speaker 1>they feel great. Um that heard of stop motion robots

0:32:33.520 --> 0:32:36.400
<v Speaker 1>in older films, So that I've never had a problem

0:32:36.440 --> 0:32:39.200
<v Speaker 1>buying into them, and yeah, you're look into the eye

0:32:39.240 --> 0:32:41.840
<v Speaker 1>of the track or the t rex or the velociraptor

0:32:42.000 --> 0:32:44.800
<v Speaker 1>and you never doubt for a second. Yeah. But so

0:32:44.920 --> 0:32:46.760
<v Speaker 1>one thing I think we should point out is that

0:32:46.960 --> 0:32:50.800
<v Speaker 1>as prescient as Mori was of what would become this

0:32:51.080 --> 0:32:55.120
<v Speaker 1>widely recognized pop culture phenomenon his paper, it's not it's

0:32:55.120 --> 0:32:59.760
<v Speaker 1>not research, really, it's just sort of observation and interesting speculation.

0:33:00.400 --> 0:33:02.840
<v Speaker 1>So what we should shift now to do, I think,

0:33:02.960 --> 0:33:05.760
<v Speaker 1>is talk about whether there's really any evidence that the

0:33:05.840 --> 0:33:09.160
<v Speaker 1>Uncanny Valley number one exists at all? Is it really

0:33:09.160 --> 0:33:12.400
<v Speaker 1>a thing number two? Is it a is it a

0:33:12.480 --> 0:33:15.440
<v Speaker 1>unified phenomenon, or is it there there's some separate things

0:33:15.480 --> 0:33:18.680
<v Speaker 1>getting pulled into the net together here. And then finally

0:33:18.720 --> 0:33:21.560
<v Speaker 1>maybe we should look at if it's real, what causes it?

0:33:22.680 --> 0:33:25.920
<v Speaker 1>Why do human brains tend to react this way? So

0:33:25.960 --> 0:33:27.920
<v Speaker 1>maybe we should take a quick break, and then when

0:33:27.960 --> 0:33:35.800
<v Speaker 1>we come back we will get into more recent research. Thank. Okay,

0:33:35.840 --> 0:33:39.160
<v Speaker 1>So there's there's really no denying that there is some

0:33:39.280 --> 0:33:43.720
<v Speaker 1>kind of creepy humanoid synthetic figure effect. Right. We we've

0:33:43.760 --> 0:33:45.880
<v Speaker 1>all seen these c g I movies, We've all seen

0:33:45.880 --> 0:33:49.640
<v Speaker 1>these creepy robots and had that feeling of don't like it.

0:33:50.320 --> 0:33:55.000
<v Speaker 1>But that doesn't necessarily mean that the uncanny Valley, as

0:33:55.320 --> 0:33:59.640
<v Speaker 1>described by Mori or as popularly conceived in culture, is

0:33:59.720 --> 0:34:03.600
<v Speaker 1>in fact a correct description of what's happening there. Right

0:34:03.680 --> 0:34:06.720
<v Speaker 1>just because it it feels truthy, just because it lines

0:34:06.840 --> 0:34:09.560
<v Speaker 1>up with to a certain degree with how we feel

0:34:09.560 --> 0:34:12.239
<v Speaker 1>about the world, doesn't mean that it is. You know,

0:34:12.280 --> 0:34:15.960
<v Speaker 1>that it is an actual effect that's taking place, and

0:34:16.280 --> 0:34:18.640
<v Speaker 1>or that it's even a fixed effect, etcetera. There are

0:34:18.560 --> 0:34:21.560
<v Speaker 1>a lot of factors to contemplate here, Like for my

0:34:21.600 --> 0:34:24.800
<v Speaker 1>own part, I've always found it interesting and I definitely

0:34:25.120 --> 0:34:29.120
<v Speaker 1>think there's something to it. However, you line it up

0:34:29.160 --> 0:34:33.719
<v Speaker 1>with similar cases in life, such as say, individuals that

0:34:33.760 --> 0:34:37.759
<v Speaker 1>you may encounter who have some degree of facial disfigurement,

0:34:37.800 --> 0:34:40.160
<v Speaker 1>and it might be extremely mild. It might be it

0:34:40.239 --> 0:34:42.960
<v Speaker 1>might be nothing more than a uh in then you

0:34:43.000 --> 0:34:45.759
<v Speaker 1>know a lazy eye, or or you know some sort

0:34:45.760 --> 0:34:49.600
<v Speaker 1>of cleft lip or cleft palate to scenario it, or

0:34:49.640 --> 0:34:52.080
<v Speaker 1>it just might be like their faces maybe not all

0:34:52.120 --> 0:34:56.680
<v Speaker 1>that symmetrical, and you know nobody whose face is perfectly symmetrical.

0:34:57.800 --> 0:35:01.399
<v Speaker 1>But with all of these individual rules, you interact with them,

0:35:01.400 --> 0:35:04.960
<v Speaker 1>you get to know them maybe, and whatever kind of

0:35:05.000 --> 0:35:09.640
<v Speaker 1>like initial um reaction is present, be it just kind

0:35:09.640 --> 0:35:13.200
<v Speaker 1>of a huh or that goes away, and you can

0:35:13.280 --> 0:35:15.640
<v Speaker 1>unless you're a total jerk, unless you're a total jerk,

0:35:15.800 --> 0:35:18.440
<v Speaker 1>or you're gonna be able to relate to that person.

0:35:18.480 --> 0:35:20.600
<v Speaker 1>You're gonna be able to communicate with that person, and

0:35:20.640 --> 0:35:22.640
<v Speaker 1>you're not going to be thrown for a curve every

0:35:22.680 --> 0:35:25.080
<v Speaker 1>time they make eye contact with you. Yeah, I would

0:35:25.120 --> 0:35:27.920
<v Speaker 1>agree with that. So there is certainly, like in Maury's

0:35:27.920 --> 0:35:32.680
<v Speaker 1>original formulation, he he would, I think, put different kinds

0:35:32.719 --> 0:35:37.520
<v Speaker 1>of um physical abnormality somewhere on the ascending slope, on

0:35:37.600 --> 0:35:41.279
<v Speaker 1>the on the on the uncanny valley slope. So you

0:35:41.360 --> 0:35:43.759
<v Speaker 1>have a normal, healthy human up at the peak, I

0:35:43.800 --> 0:35:46.560
<v Speaker 1>guess somewhere below the artistic ideal of the great Buddhist

0:35:46.560 --> 0:35:49.759
<v Speaker 1>statue or something. But you'd have normal, healthy human. Then

0:35:49.800 --> 0:35:52.520
<v Speaker 1>somewhere below them would be people who have who look

0:35:52.640 --> 0:35:56.359
<v Speaker 1>like there is something wrong with them in terms of

0:35:56.400 --> 0:35:59.759
<v Speaker 1>having uh, you know, perfect health and symmetricality. I mean

0:35:59.760 --> 0:36:02.480
<v Speaker 1>so because just an ill person, you encounter someone who

0:36:02.719 --> 0:36:05.080
<v Speaker 1>is clearly a little bit sick or a little bit

0:36:05.120 --> 0:36:08.320
<v Speaker 1>hungover or whatever. You can tell and it it causes

0:36:08.360 --> 0:36:10.640
<v Speaker 1>a light to go off in your head. Yeah. Uh.

0:36:10.680 --> 0:36:14.360
<v Speaker 1>And and yet we can quite easily adapt to people

0:36:14.680 --> 0:36:17.080
<v Speaker 1>like you know, you see somebody like that, it is

0:36:17.200 --> 0:36:20.319
<v Speaker 1>you just know, it is not proper to react to

0:36:20.360 --> 0:36:23.440
<v Speaker 1>somebody with revulsion. Oh yeah, like right now in Atlanta

0:36:23.719 --> 0:36:27.080
<v Speaker 1>as we're recording, this pollen is everywhere. So there are

0:36:27.120 --> 0:36:29.560
<v Speaker 1>several people in my life. I'm not really affected by

0:36:29.600 --> 0:36:33.319
<v Speaker 1>the pollen so much, but it totally debilitates some of

0:36:33.360 --> 0:36:37.759
<v Speaker 1>my coworkers, some of my friends and red face puffy eyes. Yeah.

0:36:37.840 --> 0:36:40.960
<v Speaker 1>And and sometimes they're like walked out on allergy medication

0:36:41.000 --> 0:36:44.360
<v Speaker 1>to boot and you just get you just you know,

0:36:44.400 --> 0:36:47.040
<v Speaker 1>you accept it. You realize, oh, well, you know, my

0:36:47.040 --> 0:36:48.880
<v Speaker 1>my friend here is going to be kind of a

0:36:48.880 --> 0:36:51.840
<v Speaker 1>pollen zombie for a couple of weeks. But that doesn't

0:36:51.840 --> 0:36:54.560
<v Speaker 1>mean we can't hang out. It doesn't mean we can't

0:36:54.560 --> 0:36:58.600
<v Speaker 1>work on this or that. Yeah. So definitely, The Uncanny

0:36:58.680 --> 0:37:02.480
<v Speaker 1>Valley has plenty of critics, and plenty I think a

0:37:02.600 --> 0:37:05.480
<v Speaker 1>very fair criticisms leveled at it. I just want to

0:37:05.520 --> 0:37:08.440
<v Speaker 1>go back to one popular article I came across a

0:37:08.480 --> 0:37:12.160
<v Speaker 1>two thousand ten article in Popular Mechanics by Eric Softge,

0:37:13.040 --> 0:37:15.280
<v Speaker 1>where he sort of points out that at the time,

0:37:15.640 --> 0:37:18.120
<v Speaker 1>people were, as I think they are still now treating

0:37:18.160 --> 0:37:21.640
<v Speaker 1>the Uncanny Valley as a proven fact, but in fact,

0:37:21.800 --> 0:37:24.360
<v Speaker 1>at the time, he says, you know, there's really almost

0:37:24.440 --> 0:37:28.000
<v Speaker 1>no convincing evidence that such a thing even exists, and

0:37:28.120 --> 0:37:31.640
<v Speaker 1>he speaks to an expert named Carl McDorman, director of

0:37:31.680 --> 0:37:35.560
<v Speaker 1>the Android Science Center at Indiana University, and McDorman, who

0:37:35.719 --> 0:37:38.799
<v Speaker 1>has conducted research on the valley, offered his opinion in

0:37:38.840 --> 0:37:41.560
<v Speaker 1>the article, saying quote, it turns out that there may

0:37:41.560 --> 0:37:44.760
<v Speaker 1>be more than one Uncanny Valley. It's not the overall

0:37:44.800 --> 0:37:47.920
<v Speaker 1>degree of human likeness that makes a robot or animated

0:37:48.000 --> 0:37:51.520
<v Speaker 1>character uncanny. It's more a matter of mismatch. If you

0:37:51.600 --> 0:37:55.000
<v Speaker 1>have an extremely realistic skin texture, but at the same

0:37:55.040 --> 0:37:59.800
<v Speaker 1>time cartoonish eyes or realistic eyes and an unrealistic skin texture,

0:38:00.280 --> 0:38:04.160
<v Speaker 1>that's very uncanny, uh and the art. So that's an

0:38:04.200 --> 0:38:06.840
<v Speaker 1>idea about the perceptual mismatch that I do want to

0:38:06.880 --> 0:38:10.520
<v Speaker 1>revisit later in this episode. But the article also speaks

0:38:10.520 --> 0:38:14.000
<v Speaker 1>to a guy named David Hanson who's a roboticist who

0:38:14.040 --> 0:38:18.160
<v Speaker 1>specifically specializes in creating very realistic humanoid robots. I think

0:38:18.160 --> 0:38:22.560
<v Speaker 1>he did that that Einstein head thing. Oh yeah, nothing. Uh. So,

0:38:22.640 --> 0:38:26.280
<v Speaker 1>Hansen claims that even if people find overly realistic robots

0:38:26.320 --> 0:38:29.280
<v Speaker 1>creepy at first, they get used to them within minutes.

0:38:29.360 --> 0:38:31.080
<v Speaker 1>This is sort of what you were just talking about.

0:38:31.120 --> 0:38:34.760
<v Speaker 1>I think, you know, you become acclimated even to something

0:38:34.840 --> 0:38:37.720
<v Speaker 1>that you might uh at some kind of base level,

0:38:37.840 --> 0:38:41.960
<v Speaker 1>have a negative reaction to. Yeah. I keep thinking of

0:38:41.960 --> 0:38:44.120
<v Speaker 1>aving in isolation in this because it's the game I'm

0:38:44.160 --> 0:38:46.160
<v Speaker 1>currently playing, and uh, and I feel like that the

0:38:46.200 --> 0:38:48.759
<v Speaker 1>c g I characters are are are pretty well done

0:38:48.760 --> 0:38:51.680
<v Speaker 1>in there. I haven't felt that the tinge of of

0:38:52.080 --> 0:38:55.000
<v Speaker 1>Uncanny Valley so washing over me. Some of the voice

0:38:55.000 --> 0:38:58.440
<v Speaker 1>actings a little weak. But but but speaking of the voice,

0:38:58.560 --> 0:39:01.640
<v Speaker 1>like the that the androids you encounter though with the

0:39:01.680 --> 0:39:06.319
<v Speaker 1>sexs and uh androids that key. Yeah, and when I

0:39:06.320 --> 0:39:08.680
<v Speaker 1>first on Canny Valley, well yeah, but when I first

0:39:08.800 --> 0:39:11.400
<v Speaker 1>encountered them, yeah, they had the uncanny intentionally kind of

0:39:11.440 --> 0:39:15.359
<v Speaker 1>creepy appearance and the very creepy robot voice. But yet

0:39:15.640 --> 0:39:19.040
<v Speaker 1>when they were not actively attacking me, I kind of was.

0:39:19.160 --> 0:39:20.800
<v Speaker 1>I was kind of cool with it. It wasn't until

0:39:20.840 --> 0:39:24.719
<v Speaker 1>heded becoming violent. That that that the mere sound of

0:39:24.760 --> 0:39:27.400
<v Speaker 1>their voice or the appearance of one UH down the

0:39:27.560 --> 0:39:30.040
<v Speaker 1>you know, in the distance down the hallway, would would

0:39:30.080 --> 0:39:32.680
<v Speaker 1>cause my nerves to react. I mean, those things are

0:39:32.680 --> 0:39:35.680
<v Speaker 1>funny there, h They're a good part of that game.

0:39:36.640 --> 0:39:40.040
<v Speaker 1>But anyway, so in this UH article, the author also

0:39:40.120 --> 0:39:43.560
<v Speaker 1>cites some other unnamed robot roboticists, as well as his

0:39:43.600 --> 0:39:47.520
<v Speaker 1>own experience when he's talking about meeting robots that he

0:39:47.560 --> 0:39:50.560
<v Speaker 1>had previously seen on video, and one thing he says is,

0:39:50.680 --> 0:39:53.880
<v Speaker 1>you know, an Uncanny Valley effect that was present when

0:39:53.920 --> 0:39:55.880
<v Speaker 1>I saw a video of this robot went away when

0:39:55.920 --> 0:39:58.560
<v Speaker 1>I saw it in person. I don't know if that's

0:39:58.600 --> 0:40:01.919
<v Speaker 1>generally true of people, he claims it's true. But even

0:40:01.960 --> 0:40:04.200
<v Speaker 1>if this is truly the case for robots, I'm not

0:40:04.200 --> 0:40:07.160
<v Speaker 1>sure how it would apply to animations. Probably wouldn't apply

0:40:07.239 --> 0:40:11.520
<v Speaker 1>to animations. UM. But I think that there are some

0:40:11.560 --> 0:40:15.799
<v Speaker 1>good threads to start tugging at here, because it's probably

0:40:15.880 --> 0:40:18.960
<v Speaker 1>the case that there are more dimensions to the Uncanny

0:40:19.000 --> 0:40:22.560
<v Speaker 1>Valley than more he imagined in nineteen seventy, meaning more

0:40:22.600 --> 0:40:27.480
<v Speaker 1>than just that X axis of um closeness to realistic

0:40:27.520 --> 0:40:31.799
<v Speaker 1>human appearance versus distance from realistic human appearance. Yeah, I

0:40:31.800 --> 0:40:34.040
<v Speaker 1>mean just that what makes a person human, what makes

0:40:34.040 --> 0:40:37.240
<v Speaker 1>a lightness human. There's arguably a whole chorus of things

0:40:37.280 --> 0:40:40.279
<v Speaker 1>going on there. Yeah, so it would make sense that

0:40:40.280 --> 0:40:42.839
<v Speaker 1>that that chorus would play into the Uncanny Valley. Yeah.

0:40:42.840 --> 0:40:45.920
<v Speaker 1>So I do think that there are multiple other dimensions

0:40:45.960 --> 0:40:48.719
<v Speaker 1>to be explored. But I also don't think that means

0:40:48.719 --> 0:40:51.720
<v Speaker 1>we can conclude that there's nothing to the Uncanny Valley.

0:40:51.960 --> 0:40:54.440
<v Speaker 1>And in the past decade there's actually been an explosion

0:40:54.480 --> 0:40:56.680
<v Speaker 1>of research on the Uncanny Valley. So I think we

0:40:56.680 --> 0:40:59.280
<v Speaker 1>should look at a few interesting studies on the effect.

0:40:59.560 --> 0:41:02.960
<v Speaker 1>All right, well, uh, first one here that I came

0:41:03.000 --> 0:41:06.759
<v Speaker 1>across was a two thousand nine Princeton University study and

0:41:06.760 --> 0:41:09.560
<v Speaker 1>they looked into the effects of uncanny avowe of the

0:41:09.640 --> 0:41:15.040
<v Speaker 1>Uncanny Valley on macaque monkeys, so so non human subjects. Yeah,

0:41:15.080 --> 0:41:17.120
<v Speaker 1>because that that makes sense, right if you if you

0:41:17.120 --> 0:41:19.959
<v Speaker 1>want to see if this is an evolved response, let's

0:41:20.000 --> 0:41:23.480
<v Speaker 1>look beyond the complications of human intelligence and human culture

0:41:23.840 --> 0:41:26.919
<v Speaker 1>and looked something closely related to us. Is it biological

0:41:27.080 --> 0:41:30.319
<v Speaker 1>rather than say cultural? Right, And so they showed a

0:41:30.360 --> 0:41:34.640
<v Speaker 1>selection of the primates close to real quote unquote computer

0:41:34.760 --> 0:41:38.320
<v Speaker 1>visuals of macaques to see if they responded with coups

0:41:38.360 --> 0:41:41.800
<v Speaker 1>and lip smacking as they do with their fellow monkeys. Uh.

0:41:41.840 --> 0:41:46.120
<v Speaker 1>And these these close to real computer visuals were essentially

0:41:46.640 --> 0:41:50.520
<v Speaker 1>lawnmower man monkeys. If you see they kind of asking

0:41:50.640 --> 0:41:55.120
<v Speaker 1>if I've seen lawnmower man. You know I've seen lawn man. Yes,

0:41:55.400 --> 0:41:57.800
<v Speaker 1>so yeah, think a lot more man. Uh and you

0:41:58.160 --> 0:42:00.759
<v Speaker 1>kind of have an idea that that level of compute animation,

0:42:01.120 --> 0:42:03.480
<v Speaker 1>and the monkeys did not want any part of it,

0:42:03.520 --> 0:42:06.719
<v Speaker 1>and they averted their eyes, they acted frightened when confronted

0:42:06.719 --> 0:42:10.960
<v Speaker 1>with lawnmower man monkey. So it's not much, i admit,

0:42:11.400 --> 0:42:14.759
<v Speaker 1>but it's a little experimental evidence for the argument that

0:42:15.000 --> 0:42:18.279
<v Speaker 1>uncanny valley is an evolutionary response. Right, so if you

0:42:18.280 --> 0:42:21.640
<v Speaker 1>can observe it in monkeys, there's probably some element of

0:42:21.680 --> 0:42:25.600
<v Speaker 1>it that that is biological in the brain. It's instinctual

0:42:25.760 --> 0:42:28.839
<v Speaker 1>and not just something we've all learned to say about

0:42:28.920 --> 0:42:33.399
<v Speaker 1>weirdly looking animated characters and robots. And that would be

0:42:33.480 --> 0:42:36.640
<v Speaker 1>maybe a weak piece of evidence, but still a piece

0:42:36.680 --> 0:42:38.520
<v Speaker 1>of evidence you could put in the column of saying

0:42:38.600 --> 0:42:41.200
<v Speaker 1>there is something there. The valley does to some extent

0:42:41.280 --> 0:42:45.600
<v Speaker 1>exist now the next study that I ran across. This

0:42:45.640 --> 0:42:48.960
<v Speaker 1>comes back, this to one of the graphics that you

0:42:49.080 --> 0:42:52.680
<v Speaker 1>pulled out of the believe the original uh study correct? Yeah, yeah,

0:42:52.760 --> 0:42:56.560
<v Speaker 1>the original Morey's original graphs. So in this graph and

0:42:56.680 --> 0:42:58.920
<v Speaker 1>we talked about diving down into the valley and then

0:42:59.320 --> 0:43:01.960
<v Speaker 1>steadily try to claw yourself out on the other side,

0:43:02.480 --> 0:43:05.200
<v Speaker 1>very very steep ascent. Yeah, so you hit bottom and

0:43:05.239 --> 0:43:08.880
<v Speaker 1>that's where you have a zombie and as you begin

0:43:08.960 --> 0:43:12.160
<v Speaker 1>to scale out of the uncanny valley, he has um uh,

0:43:12.520 --> 0:43:16.400
<v Speaker 1>myoelectric hand and prosthetic hand down there. As you climb

0:43:16.400 --> 0:43:20.759
<v Speaker 1>back up, eventually hitting ordinary doll and and puppets and

0:43:20.880 --> 0:43:24.680
<v Speaker 1>ill person and maybe hitting healthy person at the very top. Again.

0:43:24.760 --> 0:43:27.200
<v Speaker 1>But it's interesting you have prosthetic hand down there, because

0:43:27.200 --> 0:43:31.640
<v Speaker 1>this next study looks at prosthetic and robotic and human hands. Yeah,

0:43:31.680 --> 0:43:33.799
<v Speaker 1>this is in the original study. More He talks about

0:43:33.920 --> 0:43:38.080
<v Speaker 1>the variable creepiness of prosthetic hands. And I found I

0:43:38.120 --> 0:43:39.799
<v Speaker 1>found this interesting because I don't know about you, but

0:43:39.800 --> 0:43:43.960
<v Speaker 1>but growing up I felt like crazy robot hands. Especially

0:43:44.000 --> 0:43:48.000
<v Speaker 1>we're everywhere like every G. I. Joe show or Heman

0:43:48.160 --> 0:43:52.439
<v Speaker 1>type franchise, there's always somebody it could be a villain,

0:43:52.480 --> 0:43:55.200
<v Speaker 1>it could be a hero. But there were crazy robot

0:43:55.239 --> 0:43:58.400
<v Speaker 1>hands galore, UH, and I always found them cool, and

0:43:58.920 --> 0:44:01.520
<v Speaker 1>I feel like a lot of us probably even fetishize

0:44:01.520 --> 0:44:03.799
<v Speaker 1>them to a certain point, Like we we didn't understand

0:44:04.040 --> 0:44:06.319
<v Speaker 1>what it would necessarily be like to lose and lose

0:44:06.360 --> 0:44:10.880
<v Speaker 1>a hand and the shortfall and the ability of technology

0:44:10.920 --> 0:44:14.720
<v Speaker 1>at the time and even today to replace that missing limb.

0:44:15.120 --> 0:44:18.000
<v Speaker 1>But we thought, well, that looks cool. Superpowered robot hands

0:44:18.040 --> 0:44:21.040
<v Speaker 1>signed me up, right. But back to the study two

0:44:21.040 --> 0:44:23.960
<v Speaker 1>thousand thirteen University of Manchester study, and they looked at

0:44:24.000 --> 0:44:29.120
<v Speaker 1>prosthetic hands. UH. They used of forty three right handed participants,

0:44:29.200 --> 0:44:31.920
<v Speaker 1>thirty six female and seven male, and they were all

0:44:31.960 --> 0:44:35.120
<v Speaker 1>looking at photos, and the photos were divided into three categories.

0:44:35.320 --> 0:44:38.719
<v Speaker 1>Human hands, robotic hands like, no question about it, that's

0:44:38.719 --> 0:44:41.600
<v Speaker 1>a robot hand I'm looking at like straight up terminator

0:44:41.600 --> 0:44:46.160
<v Speaker 1>exoskeleton or or or even less human, and then prosthetic hands.

0:44:46.880 --> 0:44:50.080
<v Speaker 1>The results, I have to say, reading through some some

0:44:50.160 --> 0:44:52.640
<v Speaker 1>of the writing about this UH and the original press release,

0:44:52.760 --> 0:44:57.080
<v Speaker 1>the results were kind of confusing sounding. They the subjects

0:44:57.080 --> 0:45:01.160
<v Speaker 1>here preferred human hands and robot hands, but but rated

0:45:01.400 --> 0:45:05.120
<v Speaker 1>and certainly rated prosthetic hands is more uncanny, but prosthetics

0:45:05.160 --> 0:45:10.520
<v Speaker 1>that looked more human were less eerie. Okay, So so

0:45:10.640 --> 0:45:13.600
<v Speaker 1>something that's clearly a robot that's not too creepy. Something's

0:45:13.600 --> 0:45:16.520
<v Speaker 1>clearly a human that's not too creepy. If something is

0:45:16.520 --> 0:45:19.760
<v Speaker 1>a robot trying to be human, that might be more creepy,

0:45:19.920 --> 0:45:23.839
<v Speaker 1>but as it gets better at being human, it's less creepy,

0:45:24.040 --> 0:45:25.719
<v Speaker 1>I think. So, I think that's my take. I mean,

0:45:25.800 --> 0:45:29.200
<v Speaker 1>it also makes me wonder if if the hand alone

0:45:29.920 --> 0:45:33.200
<v Speaker 1>is an is like a subset of the uncanny valet,

0:45:33.200 --> 0:45:36.080
<v Speaker 1>because certainly if you're if you're just working with a

0:45:36.160 --> 0:45:38.920
<v Speaker 1>hand and trying to replicate the movements, the look, the

0:45:39.000 --> 0:45:42.080
<v Speaker 1>feel of a human limb for an observer, not we're

0:45:42.080 --> 0:45:44.000
<v Speaker 1>not going to even get into the the you know,

0:45:44.040 --> 0:45:47.600
<v Speaker 1>the problems of creating something that the user can experience

0:45:47.880 --> 0:45:50.920
<v Speaker 1>as a lifelike limb. But if you're just looking at it,

0:45:50.920 --> 0:45:52.760
<v Speaker 1>if you don't have to worry about its eye contact,

0:45:52.800 --> 0:45:55.480
<v Speaker 1>you don't have to worry about micro expressions. Uh, it

0:45:55.840 --> 0:46:00.399
<v Speaker 1>seems like it would be an easier peak to surmount. Yeah,

0:46:00.400 --> 0:46:02.960
<v Speaker 1>so the if that is in fact the correct interpretation,

0:46:02.960 --> 0:46:06.320
<v Speaker 1>that would seem to undercut the steepness in Maury's original

0:46:06.400 --> 0:46:09.480
<v Speaker 1>graph right on the on the final peak. Yeah, that's

0:46:09.480 --> 0:46:13.080
<v Speaker 1>I mean, that's what I'm wondering. Because the hand had

0:46:13.080 --> 0:46:17.719
<v Speaker 1>taken in isolation, is thinking would be easier to replicate. Yeah.

0:46:18.719 --> 0:46:21.400
<v Speaker 1>Uh and Uncanny Valley. Let's face it, when we talk

0:46:21.480 --> 0:46:23.960
<v Speaker 1>about it, most of the time we're talking about faces.

0:46:24.080 --> 0:46:29.480
<v Speaker 1>Right now, Speaking of faces, there's another study. UM. This

0:46:29.840 --> 0:46:32.319
<v Speaker 1>is a two thousand and eleven University of California, San

0:46:32.360 --> 0:46:36.160
<v Speaker 1>Diego study. UM. This was published in the Social Cognitive

0:46:36.160 --> 0:46:39.200
<v Speaker 1>and Effective Neuroscience, and they did exactly what you'd expect

0:46:39.280 --> 0:46:42.600
<v Speaker 1>researchers to do when confronted with the Uncanny Valley. Grab

0:46:42.640 --> 0:46:45.000
<v Speaker 1>the f m r I and see what our brains

0:46:45.000 --> 0:46:46.960
<v Speaker 1>are doing when we're looking at all these images. So

0:46:47.040 --> 0:46:50.480
<v Speaker 1>all these fMRI I studies, all right, well, what what

0:46:50.560 --> 0:46:52.960
<v Speaker 1>did they find? All right, I'll roll through the basics

0:46:52.960 --> 0:46:55.360
<v Speaker 1>of the study here? So twenty subjects, not a not

0:46:55.400 --> 0:46:59.000
<v Speaker 1>a huge study here, aged thirty six. And here were

0:46:59.040 --> 0:47:02.759
<v Speaker 1>some of the the caveats they had in selecting these individuals.

0:47:02.960 --> 0:47:07.120
<v Speaker 1>No experience working with robots, no time spent in Japan,

0:47:07.520 --> 0:47:10.279
<v Speaker 1>no friends or family from Japan because they wanted to

0:47:10.320 --> 0:47:14.959
<v Speaker 1>avoid uh any you know, potential cultural exposure that would

0:47:14.960 --> 0:47:18.480
<v Speaker 1>have made them, would make them more accepting of androids. Okay,

0:47:18.480 --> 0:47:21.000
<v Speaker 1>So the idea is that maybe in Japan people just

0:47:21.520 --> 0:47:25.680
<v Speaker 1>experience humanoid robots way too much already there too, they're

0:47:26.280 --> 0:47:29.600
<v Speaker 1>acclimatized to them. Yeah, that that's the the argument they made,

0:47:29.600 --> 0:47:32.600
<v Speaker 1>and laying out the study, let's let's not even go there,

0:47:32.760 --> 0:47:35.360
<v Speaker 1>let's just deal with people who have less exposure to robots.

0:47:36.239 --> 0:47:39.200
<v Speaker 1>And they were shown twelve videos of a humanoid robot

0:47:39.480 --> 0:47:42.480
<v Speaker 1>named repley Q two. Oh man, I'm looking it up

0:47:42.560 --> 0:47:45.839
<v Speaker 1>right now. It's it's it's rough, but well, they watched

0:47:45.920 --> 0:47:49.200
<v Speaker 1>video twelve videos of this robot doing various things, and

0:47:49.239 --> 0:47:52.120
<v Speaker 1>they were shown videos of humans doing the same things.

0:47:52.320 --> 0:47:55.920
<v Speaker 1>And in fact, the robots movements and mannerisms were patterned

0:47:55.960 --> 0:47:59.359
<v Speaker 1>directly after the humans. So you had a you had

0:47:59.480 --> 0:48:02.480
<v Speaker 1>a human version of the actions, you had an android

0:48:02.600 --> 0:48:05.480
<v Speaker 1>version of the actions, uh, you know, a lifelike robot,

0:48:05.640 --> 0:48:08.080
<v Speaker 1>and then you had a a stripped down version of

0:48:08.120 --> 0:48:10.439
<v Speaker 1>the androids. So basically the android with all its skin

0:48:10.520 --> 0:48:13.280
<v Speaker 1>ripped off, so it looks more like a robot, clearly

0:48:13.320 --> 0:48:16.320
<v Speaker 1>a robot, and it's doing the same motions as well.

0:48:16.880 --> 0:48:19.560
<v Speaker 1>So this broke it all down to a human with

0:48:19.560 --> 0:48:22.840
<v Speaker 1>biological appearance in movement, a robot with mechanical appearance and

0:48:22.880 --> 0:48:26.720
<v Speaker 1>mechanical motion, and a human seeming agent with the exact

0:48:26.800 --> 0:48:32.200
<v Speaker 1>same mechanical movements as the robot. Then in came the

0:48:32.280 --> 0:48:36.040
<v Speaker 1>f M R I scans. So the main brain area

0:48:36.080 --> 0:48:38.520
<v Speaker 1>of note here, the the area that that that that

0:48:38.680 --> 0:48:42.480
<v Speaker 1>lit up where we saw the most activity, the parietal

0:48:42.520 --> 0:48:46.799
<v Speaker 1>cortex on both sides of the brain, specifically in the

0:48:46.840 --> 0:48:49.960
<v Speaker 1>areas that connect the part of the brain's visual cortex

0:48:50.000 --> 0:48:53.360
<v Speaker 1>that process bodily movements with the section of the motor

0:48:53.440 --> 0:48:57.719
<v Speaker 1>cortex thought to contain mirror neurons. So those would be

0:48:57.719 --> 0:49:01.360
<v Speaker 1>like the the empathy parts of the brain where you know,

0:49:01.440 --> 0:49:04.440
<v Speaker 1>we we see something going on in some other creature

0:49:04.520 --> 0:49:07.359
<v Speaker 1>like us, and we empathize with it. Exactly. Yeah, So

0:49:07.480 --> 0:49:10.759
<v Speaker 1>when viewing the human looking android, the brain lit up

0:49:10.800 --> 0:49:15.000
<v Speaker 1>at the recognition of a human form, but registered essentially

0:49:15.280 --> 0:49:18.359
<v Speaker 1>a computing error over the movement. Something didn't match up.

0:49:18.960 --> 0:49:21.320
<v Speaker 1>Uh so it's it's not. According to this study, it

0:49:21.360 --> 0:49:23.480
<v Speaker 1>would seem that it's not the biological movement or the

0:49:23.480 --> 0:49:28.080
<v Speaker 1>biological appearance, it's the congruents or lack of congruents between

0:49:28.120 --> 0:49:30.560
<v Speaker 1>the two. You look alive but you're dead, you look

0:49:30.640 --> 0:49:32.880
<v Speaker 1>dead but you move you or you speak as if

0:49:32.880 --> 0:49:36.239
<v Speaker 1>you're alive. Uh. So the researchers noted that this is

0:49:36.280 --> 0:49:41.200
<v Speaker 1>something that could be retuned through exposure, but it could

0:49:41.239 --> 0:49:43.920
<v Speaker 1>be at the heart of what's going on with the

0:49:44.000 --> 0:49:46.960
<v Speaker 1>Uncanny Valley. Interesting. Well, I think we should look at

0:49:47.000 --> 0:49:50.799
<v Speaker 1>one more study, uh, potentially providing recent support for the

0:49:50.800 --> 0:49:53.520
<v Speaker 1>existence of the Uncanny Valley, and then maybe after that

0:49:53.560 --> 0:49:55.640
<v Speaker 1>we should break and then come back next time to

0:49:55.880 --> 0:49:58.600
<v Speaker 1>get into the causes, what what would be causing this

0:49:58.680 --> 0:50:02.239
<v Speaker 1>effect and uh and future. So I want to look

0:50:02.280 --> 0:50:05.160
<v Speaker 1>at a study that came out in two six in

0:50:05.200 --> 0:50:09.080
<v Speaker 1>the journal Cognition by Mather and Rifling called Navigating a

0:50:09.120 --> 0:50:13.239
<v Speaker 1>Social World with Robot Partners. A Quantitative cartography of the

0:50:13.320 --> 0:50:17.880
<v Speaker 1>Uncanny Valley. Cute invocation of map making there because it

0:50:17.920 --> 0:50:19.640
<v Speaker 1>does kind of make sense. I like the idea of

0:50:19.680 --> 0:50:23.400
<v Speaker 1>mapping the valley because that indicates that it may expand

0:50:23.480 --> 0:50:27.040
<v Speaker 1>beyond just the one dimensional dip and is in fact

0:50:27.080 --> 0:50:30.480
<v Speaker 1>more of a topographical space, you know, like we can

0:50:30.520 --> 0:50:34.120
<v Speaker 1>extend into three dimensions. But anyway, So to get into

0:50:34.120 --> 0:50:36.880
<v Speaker 1>the study, the author's note that while the Uncanny Valley

0:50:36.920 --> 0:50:39.640
<v Speaker 1>has very strong intuitive support, people tend to take it

0:50:39.680 --> 0:50:43.840
<v Speaker 1>as fact, experimental evidence for it has been limited and inconsistent.

0:50:43.920 --> 0:50:47.120
<v Speaker 1>As as we mentioned earlier, some studies seem to find

0:50:47.160 --> 0:50:50.560
<v Speaker 1>evidence for the valley, others don't you know, they say this,

0:50:50.560 --> 0:50:55.680
<v Speaker 1>This isn't necessarily a thing. So there are multiple experiments here. First,

0:50:55.760 --> 0:50:57.560
<v Speaker 1>they did a thing that I think was pretty smart.

0:50:57.640 --> 0:51:01.319
<v Speaker 1>If they were trying to chart a linear progression of

0:51:01.400 --> 0:51:04.000
<v Speaker 1>the up and down peaks and valleys, they tried to

0:51:04.080 --> 0:51:09.000
<v Speaker 1>generate an objectively determined gradient of more and less human

0:51:09.080 --> 0:51:11.719
<v Speaker 1>looking robots. So what a lot of these studies do

0:51:11.880 --> 0:51:15.640
<v Speaker 1>is maybe along the macaques study ideas, they show you

0:51:15.680 --> 0:51:18.520
<v Speaker 1>a lawnmower man, they show you a real person, they

0:51:18.520 --> 0:51:21.279
<v Speaker 1>show you a robot, uh, and they ask you to

0:51:21.440 --> 0:51:23.880
<v Speaker 1>characterize you know, how do you feel about these? What

0:51:24.000 --> 0:51:26.960
<v Speaker 1>they did here is that they gathered a very large

0:51:27.000 --> 0:51:30.680
<v Speaker 1>sample or relatively large sample of eighty images quote from

0:51:30.760 --> 0:51:34.720
<v Speaker 1>the wild meaning from the Internet. So these wild type

0:51:34.840 --> 0:51:37.279
<v Speaker 1>robots samples, and they had a bunch of inclusion and

0:51:37.360 --> 0:51:39.799
<v Speaker 1>exclusion criteria. I don't want to get into all of them,

0:51:39.800 --> 0:51:42.680
<v Speaker 1>but they tried to limit it to where it would

0:51:42.760 --> 0:51:45.600
<v Speaker 1>it would kind of throw out all these variables they

0:51:45.600 --> 0:51:48.080
<v Speaker 1>could complicate things like they tried to keep just certain

0:51:48.160 --> 0:51:52.120
<v Speaker 1>types of pictures of faces of real robots that are

0:51:52.160 --> 0:51:56.440
<v Speaker 1>built and uh and they had some exclusion criteria like

0:51:56.520 --> 0:51:58.920
<v Speaker 1>it couldn't be a well known character of a famous person.

0:51:59.760 --> 0:52:02.759
<v Speaker 1>Uh um, it couldn't have objects overlapping the face, It

0:52:02.800 --> 0:52:05.600
<v Speaker 1>couldn't be a toy, it had to be a real

0:52:05.719 --> 0:52:08.960
<v Speaker 1>humanoid robot. And then they had subjects rate these images

0:52:09.480 --> 0:52:12.920
<v Speaker 1>on what they call the mechano Humanoid scale, basically to

0:52:13.000 --> 0:52:16.880
<v Speaker 1>come up with an objectively derived score for each image

0:52:16.920 --> 0:52:19.719
<v Speaker 1>by using this this empirical research, by going to a

0:52:19.719 --> 0:52:22.200
<v Speaker 1>bunch of people and saying, hey, how mechanical is this?

0:52:22.520 --> 0:52:26.239
<v Speaker 1>How human is this? And then after they had a

0:52:26.360 --> 0:52:28.680
<v Speaker 1>rating for each of these eight images, and Robert have

0:52:28.800 --> 0:52:32.239
<v Speaker 1>included an image, uh, I think down here to show you,

0:52:32.280 --> 0:52:35.000
<v Speaker 1>like what all these robots where you can kind of see.

0:52:35.040 --> 0:52:38.239
<v Speaker 1>It starts with things that look not human at all,

0:52:38.440 --> 0:52:41.520
<v Speaker 1>just like a lump of wires and junk, and then

0:52:41.560 --> 0:52:44.160
<v Speaker 1>it proceeds up to something that looks like a picture

0:52:44.160 --> 0:52:47.439
<v Speaker 1>of a guy. Yes, yeah, very much. Though you start

0:52:47.480 --> 0:52:52.680
<v Speaker 1>off with very kind of wallyesque heads. Then you move

0:52:52.719 --> 0:52:57.480
<v Speaker 1>in through like like skinless gremlins, and then through the

0:52:57.520 --> 0:53:02.240
<v Speaker 1>sort of the the expected hierarchy of umanoid robots. Okay,

0:53:02.280 --> 0:53:05.080
<v Speaker 1>so they've got this thing, and then they rate all

0:53:05.120 --> 0:53:09.080
<v Speaker 1>these images and sort them into an ascending scale of humanness.

0:53:09.800 --> 0:53:12.279
<v Speaker 1>And then they took ratings in multiple different ways of

0:53:12.360 --> 0:53:16.640
<v Speaker 1>likability and trustworthiness. Now, in likability, they claimed to find

0:53:16.680 --> 0:53:21.520
<v Speaker 1>a robust uncanny Valley effect, where likability increased linearly with

0:53:21.760 --> 0:53:24.799
<v Speaker 1>humanoid qualities up to a certain point, and then it

0:53:24.840 --> 0:53:28.440
<v Speaker 1>took a negative dip as the humanoid qualities continued to

0:53:28.560 --> 0:53:31.600
<v Speaker 1>increase past that point, and then once again began to

0:53:31.760 --> 0:53:34.560
<v Speaker 1>rise at the far end of the scale. Now, one

0:53:34.560 --> 0:53:36.320
<v Speaker 1>thing I want to say, just looking at the results

0:53:36.400 --> 0:53:39.240
<v Speaker 1>is it does not appear that people were the most

0:53:39.440 --> 0:53:42.400
<v Speaker 1>bothered by the things that were the most human looking.

0:53:43.000 --> 0:53:45.799
<v Speaker 1>Like given my understanding of the uncanny valley, I would

0:53:45.800 --> 0:53:48.120
<v Speaker 1>have expected the stuff at the very top end of

0:53:48.120 --> 0:53:51.440
<v Speaker 1>the scale to be the most disturbing. But they actually

0:53:51.560 --> 0:53:53.799
<v Speaker 1>kind of liked the stuff at the very top end

0:53:53.800 --> 0:53:56.760
<v Speaker 1>of the scale. It was somewhere closer to the upper

0:53:56.920 --> 0:53:59.840
<v Speaker 1>half middle of the scale that they really didn't like.

0:54:00.800 --> 0:54:03.680
<v Speaker 1>Um So, to whatever extent, there is a real uncanny Valley,

0:54:03.719 --> 0:54:06.720
<v Speaker 1>it might not lie so close to the quote realism

0:54:06.760 --> 0:54:10.000
<v Speaker 1>into the spectrum as we think. They also performed some

0:54:10.120 --> 0:54:13.320
<v Speaker 1>trust experiments by creating a scenario where subjects would be

0:54:13.360 --> 0:54:16.319
<v Speaker 1>asked to trust these robots to invest money for them,

0:54:17.080 --> 0:54:19.920
<v Speaker 1>and the results there were basically they claimed that the

0:54:20.000 --> 0:54:24.600
<v Speaker 1>trust uh experiments did show some Uncanny Valley effects, but

0:54:24.640 --> 0:54:27.080
<v Speaker 1>the results were a little more complicated than on the

0:54:27.120 --> 0:54:32.200
<v Speaker 1>straightforward superficial likability scale, the likability really did look like

0:54:32.440 --> 0:54:37.120
<v Speaker 1>Uncanny Valley was being displayed. They also performed experiments with

0:54:37.520 --> 0:54:41.600
<v Speaker 1>a more traditional quote controlled series of composed face images,

0:54:41.680 --> 0:54:44.720
<v Speaker 1>so would just be a series of basically the same

0:54:44.760 --> 0:54:47.799
<v Speaker 1>face as a robot than a little bit more human,

0:54:47.840 --> 0:54:50.239
<v Speaker 1>a little bit more human, little bit more human on

0:54:50.280 --> 0:54:53.680
<v Speaker 1>this gradient of human nous. And they generally claimed to

0:54:53.719 --> 0:54:56.360
<v Speaker 1>find that there was evidence for the Uncanny Valley effect

0:54:56.360 --> 0:55:00.520
<v Speaker 1>in both likability and trust with both the why caught

0:55:00.680 --> 0:55:04.799
<v Speaker 1>robot image samples and with these composed face images that

0:55:04.840 --> 0:55:08.080
<v Speaker 1>they came up with. But as always, more studies are needed.

0:55:08.080 --> 0:55:12.240
<v Speaker 1>But that looks like there is one study showing pretty

0:55:12.280 --> 0:55:16.839
<v Speaker 1>solid evidence that there is something like an uncanny Valley effect. Yeah,

0:55:16.840 --> 0:55:19.399
<v Speaker 1>and I like the idea that that that that it's

0:55:19.600 --> 0:55:22.319
<v Speaker 1>it's an uncanny valley, but maybe it's just a more

0:55:22.520 --> 0:55:27.200
<v Speaker 1>more nuanced from a a topographical standpoint. You know, they're

0:55:27.200 --> 0:55:30.399
<v Speaker 1>they're more a little little bumps and little valleys within

0:55:30.920 --> 0:55:34.239
<v Speaker 1>the overall valley, little caves you can crawl into and

0:55:34.640 --> 0:55:37.839
<v Speaker 1>just yourself inside, and maybe even caves that turn into

0:55:37.880 --> 0:55:40.480
<v Speaker 1>tunnels that emerge on the other side. Yeah, that that's

0:55:40.520 --> 0:55:42.400
<v Speaker 1>an interesting thing. I mean, like they point out that

0:55:42.400 --> 0:55:44.799
<v Speaker 1>there's a lot of variability in their data. Actually, like

0:55:44.840 --> 0:55:48.440
<v Speaker 1>it wasn't um If you look at their their plot

0:55:48.520 --> 0:55:51.239
<v Speaker 1>chart of where all the data points fall and then

0:55:51.280 --> 0:55:53.280
<v Speaker 1>they plot a line going through it. If you plot

0:55:53.320 --> 0:55:55.399
<v Speaker 1>a line going through all their data, it does show

0:55:55.400 --> 0:55:58.319
<v Speaker 1>the uncanny valley effect. But you know, there there are

0:55:58.360 --> 0:56:01.960
<v Speaker 1>outliers all over the place, like there is some there

0:56:02.239 --> 0:56:05.839
<v Speaker 1>are some robots that are just consistently more like more

0:56:05.880 --> 0:56:08.279
<v Speaker 1>than the other ones. I find it interestingly that the

0:56:08.560 --> 0:56:10.759
<v Speaker 1>some of the higher rated ones, or at least uh

0:56:10.840 --> 0:56:14.319
<v Speaker 1>I think what number seventy nine in particular, kind of

0:56:14.360 --> 0:56:19.160
<v Speaker 1>looks like a generic human as opposed to say, go

0:56:19.239 --> 0:56:22.120
<v Speaker 1>down to seventy four that looks like a very specific

0:56:22.200 --> 0:56:24.799
<v Speaker 1>human like if I had to pick him or pick

0:56:24.840 --> 0:56:29.920
<v Speaker 1>the human he's patterned after, assumingly out of a police lineup,

0:56:30.000 --> 0:56:31.600
<v Speaker 1>I feel like I'd be able to do it. But

0:56:31.680 --> 0:56:34.480
<v Speaker 1>also seventy four looks angry. I'm sorry, folks, you can't

0:56:34.480 --> 0:56:37.319
<v Speaker 1>see what we're talking about, but it's frowning at you,

0:56:37.719 --> 0:56:40.680
<v Speaker 1>kind of like should I kill all humans or just

0:56:41.120 --> 0:56:43.960
<v Speaker 1>shrug it off? And maybe two day's the day that

0:56:44.000 --> 0:56:47.239
<v Speaker 1>does introduce There are a lot of complicating factors here,

0:56:47.239 --> 0:56:50.040
<v Speaker 1>and the authors acknowledged this, like, these images don't all

0:56:50.080 --> 0:56:53.279
<v Speaker 1>have necessarily the same emotional affect, like some of them

0:56:53.320 --> 0:56:57.160
<v Speaker 1>seem happy, some seem unhappy. There's enough variability across the

0:56:57.200 --> 0:57:01.120
<v Speaker 1>board that you can think you're getting a reasonably decent

0:57:01.280 --> 0:57:05.800
<v Speaker 1>answer when you plot reactions across all samples. But yeah,

0:57:05.840 --> 0:57:08.799
<v Speaker 1>there's definitely a lot of different stuff going on here

0:57:09.120 --> 0:57:12.880
<v Speaker 1>in addition to just being more or less human. I

0:57:12.960 --> 0:57:15.759
<v Speaker 1>like how thirty four on our on our chart here

0:57:16.040 --> 0:57:20.000
<v Speaker 1>it seems to rely heavily on animated mustache and eyebrows.

0:57:20.120 --> 0:57:22.200
<v Speaker 1>Oh yeah, what is that? It looks like a It

0:57:22.240 --> 0:57:25.320
<v Speaker 1>looks like a very mustache. I can't add to what

0:57:25.360 --> 0:57:28.280
<v Speaker 1>you've just said. It's got a white mustache and brow

0:57:28.400 --> 0:57:31.520
<v Speaker 1>and beard, and it's saying by it looks like a

0:57:31.560 --> 0:57:34.320
<v Speaker 1>lot of these incomplete puppets are stripped away puppets, you

0:57:34.320 --> 0:57:36.120
<v Speaker 1>see where they're like, all right, we got a lot

0:57:36.120 --> 0:57:37.680
<v Speaker 1>of work to do on this thing, but at least

0:57:37.680 --> 0:57:39.880
<v Speaker 1>we got the eyebrows in a mustache in place. But see,

0:57:39.920 --> 0:57:42.200
<v Speaker 1>I find that one very likable. It doesn't look very

0:57:42.240 --> 0:57:44.840
<v Speaker 1>human at all, but it's very I want to play

0:57:44.880 --> 0:57:47.080
<v Speaker 1>with it. Yeah, okay, Robert, Well, we've got a bunch

0:57:47.080 --> 0:57:48.400
<v Speaker 1>of more stuff to talk about, but I think we

0:57:48.440 --> 0:57:50.760
<v Speaker 1>should call it there and come back and finish our

0:57:50.760 --> 0:57:53.760
<v Speaker 1>discussion of the Uncanny Valley next time. Yeah, we'll get

0:57:53.760 --> 0:57:56.400
<v Speaker 1>into we'll go beyond the Uncanny Valley. Yeah, so we'll

0:57:56.480 --> 0:57:59.640
<v Speaker 1>we'll talk about what might cause the Uncanny Valley effect

0:57:59.640 --> 0:58:02.080
<v Speaker 1>to what it were extent it does exist, and we

0:58:02.120 --> 0:58:05.480
<v Speaker 1>can talk about you know, what happens when you ascend

0:58:05.600 --> 0:58:09.200
<v Speaker 1>that that far slow? All right? Well, hey, in the meantime,

0:58:09.400 --> 0:58:11.480
<v Speaker 1>head on over to stuff to Blow your Mind dot com.

0:58:11.560 --> 0:58:14.000
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0:58:14.040 --> 0:58:17.360
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0:58:17.400 --> 0:58:19.880
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0:58:19.880 --> 0:58:22.600
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0:58:22.600 --> 0:58:25.440
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0:58:25.440 --> 0:58:27.520
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