WEBVTT - TechStuff Tidbits: Exploring the Uncanny Valley

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<v Speaker 1>Welcome to tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Be there and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Johnathan Strickland. I'm an executive producer with iHeart Radio. And

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<v Speaker 1>how the tech are you? And it's time for a

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<v Speaker 1>text Stuff Tadbits episode. I hope you're ready for another

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<v Speaker 1>spooky edition of tech Stuff for those of you listening

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<v Speaker 1>from the future. I've been doing a few tangentially spooky

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<v Speaker 1>episodes for the month of October and two thousand twenty two,

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<v Speaker 1>and today I thought we would talk about the concept

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<v Speaker 1>of the Uncanny Valley, and we're gonna look at sort

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<v Speaker 1>of the hypothesis of the Uncanny Valley, as well as

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<v Speaker 1>some criticisms and counter arguments related to the idea. Not

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<v Speaker 1>that the uncanny isn't something that we experience, at least

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<v Speaker 1>that feeling of uneasiness we experience when we encounter something

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<v Speaker 1>that's said to be in the Uncanny Valley, but rather

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<v Speaker 1>the actual concept of the valley itself, whether or not

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<v Speaker 1>that's a valid idea. Before we can do any of that,

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<v Speaker 1>we need to talk about what the uncanny Valley is,

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<v Speaker 1>or what it's supposed to be, at least in general terms.

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<v Speaker 1>The phrase comes from roboticist Massa Hiro Mori. He has

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<v Speaker 1>made numerous contributions in the fields of robotics and in

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<v Speaker 1>human robot interactions and responses, including human emotional response to robots,

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<v Speaker 1>which is really what happens when you get to the

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<v Speaker 1>heart of Uncanny Valley. So way back in nineteen seventy,

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<v Speaker 1>More penned an article for a Japanese journal called Energy,

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<v Speaker 1>and it was in this article that we got the

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<v Speaker 1>phrase uncanny Valley. So Maury's observation was this, robots tend

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<v Speaker 1>to get more appealing as they start to look more

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<v Speaker 1>human like, but only up to a certain point. Once

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<v Speaker 1>you go past that point, they become incredibly unappealing. You know.

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<v Speaker 1>It could be to the point where it's not just

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<v Speaker 1>that you have no emotional response, but you have a

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<v Speaker 1>negative emotional response upon encountering the robot. It becomes creepy

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<v Speaker 1>and disturbing. We have entire horror movies that are based

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<v Speaker 1>off this. A very current example is the film Meagan

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<v Speaker 1>m Three g a n You may have seen the

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<v Speaker 1>trailer or maybe an animated gift from it where you

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<v Speaker 1>see a child sized robot like it looks like a

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<v Speaker 1>robot little girl, but with artificial eyes doing this this

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<v Speaker 1>dance in a hallway, and a lot of people have

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<v Speaker 1>talked about how it's kind of nightmare inducing. That plays

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<v Speaker 1>on this concept of uncanny vale that when you reach

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<v Speaker 1>a level that looks pretty human but at the same

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<v Speaker 1>time as distinctly not human. There's something about it that

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<v Speaker 1>is very much not human, and that's when it really

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<v Speaker 1>turns you off. And then as you get closer to

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<v Speaker 1>human again, once you get past this point, the emotional

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<v Speaker 1>response improves. So in other words, you've got this continuum

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<v Speaker 1>from not human at all, which is usually matched with

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<v Speaker 1>little to no emotional response, to gradually becoming more and

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<v Speaker 1>more human like with an improved emotional response, to getting

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<v Speaker 1>almost but not quite humanlike, where you have a plunge

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<v Speaker 1>in the emotional response, and then you get past this

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<v Speaker 1>point and you get to the improvement again. So this

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<v Speaker 1>is that that dip there, that's the uncanny valley. It's

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<v Speaker 1>when robots appear to be strange and unsettling or uncanny

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<v Speaker 1>as it were. Uh. This concept, of course extends beyond robotics.

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<v Speaker 1>We also use it for stuff like computer generated characters.

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<v Speaker 1>Remember way back in two thousand four with the film

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<v Speaker 1>The Polar Express came out. If you're not familiar with

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<v Speaker 1>the Polar Express, it's a computer animated film. Tom Hanks

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<v Speaker 1>did the voice for it and has a character that

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<v Speaker 1>looks like a creepy version of Tom Hanks in it,

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<v Speaker 1>and the animators used live action references, including motion capture

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<v Speaker 1>performances to kind of serve as the underlying animation for

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<v Speaker 1>the characters in the film. Several reviewers praised the story,

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<v Speaker 1>but a lot of them both positive and negative reviews,

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<v Speaker 1>commented that the human characters in the film seemed off

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<v Speaker 1>and a little bit creepy as a result, that it

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<v Speaker 1>was kind of unsettling, especially to see their eyes move

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<v Speaker 1>now right away with this approach to an uncanny valley idea,

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<v Speaker 1>there is a bit of a problem of this general definition,

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<v Speaker 1>and that's the fact that, you know, robots or computer

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<v Speaker 1>generated characters appearances aren't really designed to be on a

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<v Speaker 1>gradient like this, Like that was not necessarily the prime consideration.

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<v Speaker 1>So if all artificial constructs, like if all computer animated

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<v Speaker 1>characters and all robots ultimately were meant to have an

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<v Speaker 1>appearance that was indistinguishable from a human or at least

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<v Speaker 1>to look human, with you know, that being the end

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<v Speaker 1>goal is to make it so that you couldn't tell

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<v Speaker 1>the difference between artificial and real. Then we would have

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<v Speaker 1>a pretty good basis for our thesis about the Uncanny Valley, right,

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<v Speaker 1>because you would have this purposeful gradient there. But instead,

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<v Speaker 1>you know, there are robots that are never meant to

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<v Speaker 1>look human in appearance. That was never a consideration because

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<v Speaker 1>it wasn't necessary for what the job that the robot

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<v Speaker 1>was going to do. So it's a non factor. Right.

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<v Speaker 1>The robots were designed to do something like to solve

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<v Speaker 1>some sort of problem or to do some sort of task,

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<v Speaker 1>and unless that happens to include to the the requirement

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<v Speaker 1>to look like a human at the same time, there's

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<v Speaker 1>no reason to make that part of the design process. Heck,

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<v Speaker 1>we've seen this with various robot designs recently, where a

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<v Speaker 1>lot of companies were looking at using robots with wheels

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<v Speaker 1>instead of robots with legs, because legs are way more

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<v Speaker 1>complicated to work out than wheels. You know, being able

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<v Speaker 1>to make sure that the robot can balance and can

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<v Speaker 1>move around without falling over these are non trivial challenges.

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<v Speaker 1>So if there's no reason for the robot to have

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<v Speaker 1>those those features, you tell build it into the robot. Right,

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<v Speaker 1>If the robot doesn't need to move around at all,

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<v Speaker 1>then it doesn't have legs or wheels or anything. It's stationary.

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<v Speaker 1>So you know, a robot that's meant to quickly weld

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<v Speaker 1>a dozen spots on a car chassis can look like

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<v Speaker 1>a big old industrial arm that has a few points

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<v Speaker 1>of articulation, or you do. You might have a robot

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<v Speaker 1>that's just like this big stationary block that to you

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<v Speaker 1>doesn't look like robot at all. Right, it doesn't have

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<v Speaker 1>any features on it that screamed to you robot, but

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<v Speaker 1>it is in fact an automated, repetitive machine designed to

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<v Speaker 1>to do some task on its own. More or less.

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<v Speaker 1>You might call it a robot by those definitions, but

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<v Speaker 1>it doesn't look like what we think of when we

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<v Speaker 1>hear the word robot. They may just be another element

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<v Speaker 1>along an assembly line that helps produce some manufactured component,

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<v Speaker 1>so they don't look human. But they also don't creep

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<v Speaker 1>us out right. We don't look at these giant industrial

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<v Speaker 1>robots and feel them like having an unsettling uh influence

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<v Speaker 1>on us. We have a non emotional response to most

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<v Speaker 1>of them. So it's just a it's just a thing.

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<v Speaker 1>It's just like a tool. It's like if you saw

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<v Speaker 1>a hammer or a screwdriver, you're not likely to have

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<v Speaker 1>some sort of emotional response to that. So maybe instead

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<v Speaker 1>of just grouping all robots together and saying they fall

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<v Speaker 1>along this uncanny valley, we should really focus on a

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<v Speaker 1>subset of robots, ones that incorporate elements of human like appearance.

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<v Speaker 1>So that would count out stuff like room buzz. You

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<v Speaker 1>wouldn't put your roomba in that category, right, Your industrial

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<v Speaker 1>robots also wouldn't go in there. Um And I'm not saying,

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<v Speaker 1>by the way, that your robotic vacuum cleaner isn't cute.

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<v Speaker 1>I'm just saying that for the purposes of an uncanny

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<v Speaker 1>valley narrative or conversation, it doesn't really fit. But let's

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<v Speaker 1>get back to Masahiro Mori. He created a pretty simple graph,

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<v Speaker 1>a line chart with an X axis and a y axis.

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<v Speaker 1>So the X axis the horizontal axis he wrote human likeness,

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<v Speaker 1>So the further to the right you got along this axis,

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<v Speaker 1>the more like a human the robot would appear. The

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<v Speaker 1>y axis, the vertical axis is the affinity or the

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<v Speaker 1>emotional response, like from no response to positive and if

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<v Speaker 1>you dip below the line, like below the x axis,

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<v Speaker 1>you go to negative response. Right, So this is how

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<v Speaker 1>he would plot robots. He would argue that industrial robots

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<v Speaker 1>score low both in human likeness and in affinity, that

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<v Speaker 1>they don't look like humans and we don't tend to

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<v Speaker 1>have an emotional response to them. So if you were

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<v Speaker 1>to plot points on this graph, it would be pretty

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<v Speaker 1>close to the x axis, pretty close to the y axis,

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<v Speaker 1>so it would be the low part of the line.

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<v Speaker 1>But then you get into things like toy robots, right,

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<v Speaker 1>and these toys may look slightly more like a human

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<v Speaker 1>than industrial robots do. They might be anthropomorphic, they might

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<v Speaker 1>be bipedal um. But you would never mistake a simple

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<v Speaker 1>toy robot for a human. You would just recognize the

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<v Speaker 1>human like features, and our affinity goes up, our emotional

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<v Speaker 1>response starts to be more positive compared to say, industrial robots,

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<v Speaker 1>presumably because they look more like people or humans. So

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<v Speaker 1>we have a slight upward slope of our line that

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<v Speaker 1>we begin to plot. All right, before we get too

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<v Speaker 1>far into this slope in this line, let's take a

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<v Speaker 1>quick break. We'll come right back and talk a little

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<v Speaker 1>more about Unkenny Valley. Okay, where we left off, we

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<v Speaker 1>were saying that toy robots are slightly more humanlike in

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<v Speaker 1>appearance than say, industrial robots, and that we have a

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<v Speaker 1>more positive emotional response to them. So, according to Maury's graph,

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<v Speaker 1>once we get past the fifty point where uh we

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<v Speaker 1>start to really approach human likeness, we still see improvement

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<v Speaker 1>in affinity. Right as robots get to look more and

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<v Speaker 1>more human like, we start to be more and more

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<v Speaker 1>positive in our acceptance of them. So think about like

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<v Speaker 1>robots that have very expressive eyes. For example, they don't

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<v Speaker 1>necessarily look like a human, but think of like a

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<v Speaker 1>robot that has a vaguely kind of human shape, with

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<v Speaker 1>like a torso and a head and stuff, and they

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<v Speaker 1>have eyes that are large and appear to be expressive.

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<v Speaker 1>Those are the kind of things that we tend to

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<v Speaker 1>respond positively too. But then as we start to make

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<v Speaker 1>the robots look more and more human like, maybe we

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<v Speaker 1>put an artificial skin on them, We might put a

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<v Speaker 1>wig on them to give them hair. We might make

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<v Speaker 1>their eyes appear to be more human, and those eyes

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<v Speaker 1>may or may not house camera, who knows. We may

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<v Speaker 1>give them the ability to make certain expressions. Then we

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<v Speaker 1>start to reach a point where we can get to

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<v Speaker 1>that negative reaction, the affinity would dip below zero. So

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<v Speaker 1>on our little chart, the slope now goes all the

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<v Speaker 1>way down below the X axis and then bottoms out

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<v Speaker 1>somewhere around there where we get to some horrifying monstrosity

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<v Speaker 1>that just makes us wet ourselves when we look at it. Now,

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<v Speaker 1>once you get past that point where the robot or

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<v Speaker 1>artificial human is beyond that creepy factor, the line starts

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<v Speaker 1>to go back up again, and eventually it overtakes where

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<v Speaker 1>we left off before the depth, so that we eventually

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<v Speaker 1>start seeking out experiences with those robots, or we seek out,

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<v Speaker 1>you know, films that use that kind of computer animation

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<v Speaker 1>because we find it really appealing. So it's no longer

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<v Speaker 1>that there's this gap, there's this like perception that the

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<v Speaker 1>thing is unnatural and it bothers us um. One example

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<v Speaker 1>I saw using Morey's graph, his line chart was on

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<v Speaker 1>the far side where things are going up again, where

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<v Speaker 1>we're starting to see improvement is the bun rock Who

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<v Speaker 1>puppet so Bunarrock Who is a form of puppet theater

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<v Speaker 1>that dates back hundreds of years in Japan and in

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<v Speaker 1>traditional bun rock who you have three puppeteers who control

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<v Speaker 1>each figure. You have a primary puppeteer who is in

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<v Speaker 1>charge of the character's head movements as well as their

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<v Speaker 1>right hand. You have a secondary puppeteer who controls the

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<v Speaker 1>left hand, and you have the third puppeteer responsible for

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<v Speaker 1>the legs and feet. By the way, typically in the

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<v Speaker 1>history of bun Rock who if you were to train

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<v Speaker 1>in that kind of puppetry, you would start as someone

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<v Speaker 1>who would manipulate feet and legs, work your way up

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<v Speaker 1>to being the left hand, and then ultimately, if you

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<v Speaker 1>were really skilled, you could graduate up to the point

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<v Speaker 1>where you could control of puppets head and right hand.

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<v Speaker 1>This art form obviously requires very careful coordination between the

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<v Speaker 1>three puppeteers, and really accomplished performers can create incredible lifelike

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<v Speaker 1>movements like it is captivating to watch bun Rock Ou theater.

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<v Speaker 1>But I think the inclusion of bun Rock WU on

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<v Speaker 1>the positive side, like Past the Uncanny Valley, demonstrates that

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<v Speaker 1>there's something of an element of cultural and social factors

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<v Speaker 1>that can affect our emotional reaction when we see something

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<v Speaker 1>that we would describe as falling into the uncanny valley.

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<v Speaker 1>Because I think, at least for some Western audiences, watching

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<v Speaker 1>a bun rock Who performance might be a little unsettling. Certainly,

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<v Speaker 1>the puppets can sometimes inspire that creepy feeling of themselves.

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<v Speaker 1>So because it is not part of my culture, this

0:14:59.400 --> 0:15:02.200
<v Speaker 1>this kind of bit theater. Even though I've seen these performances,

0:15:02.240 --> 0:15:06.480
<v Speaker 1>it's not something that is coming from my culture or

0:15:06.520 --> 0:15:09.000
<v Speaker 1>something I was exposed to a lot as a child.

0:15:09.720 --> 0:15:13.560
<v Speaker 1>I find bun Rocky puppets to be a little unsettling.

0:15:13.600 --> 0:15:15.880
<v Speaker 1>In fact, I'll never forget when I visited my sister,

0:15:16.320 --> 0:15:18.680
<v Speaker 1>a puppeteer at the Center for Puppetry Arts, which is

0:15:18.680 --> 0:15:21.400
<v Speaker 1>here in Atlanta. They have an amazing museum, and I

0:15:21.560 --> 0:15:24.920
<v Speaker 1>visited my sister, and it was after hours, but they

0:15:25.000 --> 0:15:27.760
<v Speaker 1>let me in and said, go ahead and you can

0:15:27.800 --> 0:15:30.840
<v Speaker 1>walk through the museum if you like. This is with

0:15:30.960 --> 0:15:33.920
<v Speaker 1>all the main lights turned off, like they had lighting,

0:15:34.160 --> 0:15:36.400
<v Speaker 1>but it was not the same lighting they would have

0:15:36.480 --> 0:15:39.560
<v Speaker 1>during the day. So I'm in this dim area filled

0:15:39.600 --> 0:15:44.720
<v Speaker 1>with puppets all staring at me, and it was very creepy.

0:15:44.760 --> 0:15:48.640
<v Speaker 1>There were also puppets of varying degrees of human like,

0:15:49.040 --> 0:15:51.640
<v Speaker 1>some of them, like bun rock Who, puppets, some of

0:15:51.640 --> 0:15:57.000
<v Speaker 1>them more abstract. It was a really creepy experience. Now,

0:15:57.000 --> 0:16:00.520
<v Speaker 1>my point here is that the Uncanny Valley might best

0:16:00.600 --> 0:16:03.560
<v Speaker 1>describe a feeling you get upon encountering something that seems

0:16:03.560 --> 0:16:08.720
<v Speaker 1>both humanlike and alien at the same time. It doesn't

0:16:08.760 --> 0:16:12.800
<v Speaker 1>necessarily describe a continuum that goes from not human at

0:16:12.800 --> 0:16:19.160
<v Speaker 1>all two indistinguishable from human. That that is possibly the

0:16:19.160 --> 0:16:21.360
<v Speaker 1>wrong way to look at this, right, that it's not

0:16:21.440 --> 0:16:25.120
<v Speaker 1>necessarily things are getting better, Things are getting better, Things

0:16:25.160 --> 0:16:27.640
<v Speaker 1>are getting better, woe, things are really terrible. Things are

0:16:27.640 --> 0:16:30.160
<v Speaker 1>getting better again, because again, it all depends on what

0:16:30.280 --> 0:16:33.040
<v Speaker 1>the robots built for, what the computer generated character is

0:16:33.080 --> 0:16:36.640
<v Speaker 1>made for, and how it performs. I think it's fair

0:16:36.680 --> 0:16:39.040
<v Speaker 1>to say that I experienced a similar unsettling feeling when

0:16:39.080 --> 0:16:42.360
<v Speaker 1>I watched early videos of Boston Dynamics robots, you know,

0:16:42.400 --> 0:16:45.600
<v Speaker 1>those four legged robots. They looked kind of like they

0:16:45.640 --> 0:16:48.200
<v Speaker 1>were moving like an animal and kind of like they weren't,

0:16:48.680 --> 0:16:53.320
<v Speaker 1>And that was really kind of an unsettling experience. And

0:16:53.360 --> 0:16:55.800
<v Speaker 1>they look nothing like humans. Right, So I am, by

0:16:55.840 --> 0:16:58.320
<v Speaker 1>no means an expert when it comes to subjects like

0:16:58.480 --> 0:17:03.240
<v Speaker 1>robotics or psychology. So I fully admit that my hypothesis

0:17:03.720 --> 0:17:06.760
<v Speaker 1>is coming without the benefit of expertise, right I. I

0:17:06.760 --> 0:17:09.200
<v Speaker 1>can only say from what I've researched, And it may

0:17:09.240 --> 0:17:13.400
<v Speaker 1>well be that we can describe artificial beings appearances as

0:17:13.440 --> 0:17:17.159
<v Speaker 1>falling on this continuum that includes the Uncanny Valley. But

0:17:17.240 --> 0:17:19.960
<v Speaker 1>I think there are other factors and variables at play here,

0:17:20.400 --> 0:17:24.240
<v Speaker 1>mostly regarding the gap between an artificial beings behavior and

0:17:24.320 --> 0:17:28.480
<v Speaker 1>appearance and the behavior and appearance of the real analog.

0:17:29.280 --> 0:17:33.160
<v Speaker 1>And it might well be that younger generations will experience

0:17:33.280 --> 0:17:36.000
<v Speaker 1>less of a sense of the Uncanny Valley because they

0:17:36.040 --> 0:17:39.560
<v Speaker 1>will spend more of their lives around artificial beings, either

0:17:40.000 --> 0:17:43.080
<v Speaker 1>in their entertainment or in the real world around them.

0:17:43.440 --> 0:17:46.400
<v Speaker 1>So it may be that the Uncanny Valley will gradually

0:17:46.480 --> 0:17:51.640
<v Speaker 1>kind of fade away, not because this continuum was solved,

0:17:51.760 --> 0:17:55.400
<v Speaker 1>that we suddenly jumped past this perceived gap, but that

0:17:55.640 --> 0:18:00.040
<v Speaker 1>the experience is no longer as foreign or alien of

0:18:00.119 --> 0:18:02.840
<v Speaker 1>the people who are experiencing it as it is to

0:18:03.000 --> 0:18:07.240
<v Speaker 1>older generations like like mine. So yeah, that's kind of

0:18:07.240 --> 0:18:10.959
<v Speaker 1>a take on Uncanny Valley. I really do think that

0:18:11.040 --> 0:18:14.280
<v Speaker 1>if you do have that those subtle gaps, like especially

0:18:14.320 --> 0:18:17.040
<v Speaker 1>around eye movement, things like that you can look and

0:18:17.080 --> 0:18:20.280
<v Speaker 1>say this looks photo realistic. This looks like a really

0:18:20.840 --> 0:18:23.159
<v Speaker 1>well done video, Like it looks like an actual person,

0:18:23.640 --> 0:18:28.520
<v Speaker 1>except there's something off about the eyes, either the reflectiveness

0:18:28.600 --> 0:18:31.800
<v Speaker 1>of them, the wetness of the eyes, the movement of

0:18:31.800 --> 0:18:34.000
<v Speaker 1>the eyes. That's really where I see a lot of

0:18:34.040 --> 0:18:37.160
<v Speaker 1>that following through. There's also a lot to be said

0:18:37.200 --> 0:18:45.040
<v Speaker 1>about subtle facial expressions that aren't always captured in computer

0:18:45.080 --> 0:18:49.720
<v Speaker 1>generated versions of characters, where it just seems a little

0:18:49.760 --> 0:18:53.159
<v Speaker 1>too flat. But anyway, I thought that it would be

0:18:53.200 --> 0:18:56.560
<v Speaker 1>fun to kind of talk about Uncanny Valley and where

0:18:56.600 --> 0:18:59.679
<v Speaker 1>that idea came from. I'm curious to hear your thoughts

0:18:59.680 --> 0:19:01.919
<v Speaker 1>on it if you would like to let me know,

0:19:02.080 --> 0:19:04.199
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0:19:04.200 --> 0:19:05.720
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0:19:17.600 --> 0:19:20.160
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0:19:20.320 --> 0:19:22.560
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