WEBVTT - From the Vault: Beyond the Uncanny Valley

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<v Speaker 1>Hey, welcome to Stuff to Blow Your Mind. My name

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<v Speaker 1>is Robert Lamb and I'm Joe McCormick, and it's Saturday.

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<v Speaker 1>Time to go into the vault. This time we're bringing

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<v Speaker 1>you part two of our exploration of the Uncanny Valley.

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<v Speaker 1>This episode was originally published April six. Uh, should we

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<v Speaker 1>jump right in, Robert, Let's do it. Welcome to Stuff

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<v Speaker 1>to Blow your Mind from how Stop works dot com. Hey,

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<v Speaker 1>welcome to Stuff to Blow your Mind. My name is

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<v Speaker 1>Robert Lamb and I'm Joe McCormick. In Today is going

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<v Speaker 1>to be the second part of a two part series

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<v Speaker 1>we're doing on the Uncanny Valley. Last time we ventured

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<v Speaker 1>into the Uncanny Valley, so if you haven't heard that episode,

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<v Speaker 1>you should go back and listen to that. First, we

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<v Speaker 1>lay a lot of the groundwork for what we're gonna

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<v Speaker 1>be talking about today, But we explored the origination of

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<v Speaker 1>the concept of the Uncanny Valley, what it means means

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<v Speaker 1>to to be in the Uncanny Valley, and some research

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<v Speaker 1>on whether this valley actually exists or not. Today, I

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<v Speaker 1>think we want to start off by looking at if,

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<v Speaker 1>if it does exist, what might be some explanations for it. Indeed. Yeah,

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<v Speaker 1>we're gonna we're gonna dive into it a bit more

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<v Speaker 1>and move as the title, uh suggests, beyond the Uncanny Valley.

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<v Speaker 1>But before we do that, I do want to talk

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<v Speaker 1>about RoboCop. Of course you want to talk about RoboCop,

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<v Speaker 1>because we talked about RoboCop pretty much every day. Yeah,

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<v Speaker 1>it's it's it's an important film. Important films, I'll say,

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<v Speaker 1>at least the at least the first two, arguably the

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<v Speaker 1>third one to throwing the TV series if you like.

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<v Speaker 1>But there was a TV series, Yeah, RoboCop TV series.

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<v Speaker 1>It was one of those that would I think it

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<v Speaker 1>would come on sci Fi or it came on various

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<v Speaker 1>cable channels. I only have a vague awareness of it

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<v Speaker 1>because it seemed to be a far lower key RoboCop

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<v Speaker 1>type show. Okay, So in many of the studies that

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<v Speaker 1>we talked about in the last episode, they were looking

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<v Speaker 1>at largely three categories of of robots and humans and androids.

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<v Speaker 1>So you had pure robots things that are just undeniably

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<v Speaker 1>machines and we're mostly okay with. Then you have humans

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<v Speaker 1>or or or perfect human replications. Okay, So you look

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<v Speaker 1>at it, it either is a human or it's such

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<v Speaker 1>a good representation of a human ideally that you would

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<v Speaker 1>not think that it was a robot. Right. The third

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<v Speaker 1>category here is where you're going to get into the

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<v Speaker 1>danger zone, right, the human like robots, where you look

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<v Speaker 1>at it and you say, I see what you're going

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<v Speaker 1>for there, but it's creeping me out. So I think

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<v Speaker 1>it's interesting to align this up with the Holy Trinity

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<v Speaker 1>of robocops. Okay, so this will mostly make sense if

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<v Speaker 1>you've seen the RoboCop films, but I feel like most

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<v Speaker 1>people know what we're talking about here. First of all,

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<v Speaker 1>you had the proto RoboCop and two oh nine. Oh,

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<v Speaker 1>this is maybe the greatest scene in the first film

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<v Speaker 1>is before we get a humanoid RoboCop, they just have

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<v Speaker 1>this big drone object that is supposed to enforce the

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<v Speaker 1>law and it ends up shooting somebody in the boardroom. Yeah,

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<v Speaker 1>it's a walking law enforcement tank with a robot commanding

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<v Speaker 1>robot voice, so that you look at it and there's

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<v Speaker 1>no to not know this is not a friendly device.

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<v Speaker 1>But it's not really humanoid at all, not really at all.

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<v Speaker 1>It hit just walks on big, big legs that can't

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<v Speaker 1>even navigate human stairs. But I would say, I have

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<v Speaker 1>great affinity for ed to oh nine, Yeah, I mean,

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<v Speaker 1>you know, without having to worry about it actually shooting me.

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<v Speaker 1>It's kind of cute in a way. Now, then we

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<v Speaker 1>have RoboCop itself himself, the classic RoboCop, the Peter Peter Weller,

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<v Speaker 1>and uh, he is a cyborg or perhaps an android,

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<v Speaker 1>depending on how you want to view the descriptions. So

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<v Speaker 1>he's he has a relatable, living human face which is

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<v Speaker 1>a fixed to to honor him in some some explanations,

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<v Speaker 1>or has to make him more comfortable not only as

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<v Speaker 1>a police killing machine but also a community law enforcement officer.

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<v Speaker 1>So RoboCop, you know, moves around with very robotic movements,

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<v Speaker 1>speaks in a very robotic voice, but his face is

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<v Speaker 1>a living human face. So in a way like that,

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<v Speaker 1>that seems like it might it just sort of you know,

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<v Speaker 1>to read perhaps more into the original film than was intended.

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<v Speaker 1>Perhaps this was a way to to get beyond the

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<v Speaker 1>Uncanny Valley. We can't replicate the human face, We'll just

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<v Speaker 1>get an actual human face from the dead cop and

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<v Speaker 1>just plaster it up there. Oh but I'd say RoboCop

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<v Speaker 1>with his mask on really does kind of get into

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<v Speaker 1>the uncanny Valley and and Weller does some good work

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<v Speaker 1>forcing us in there, Like I think they're the sort

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<v Speaker 1>of going for it. Yeah, okay, Well that brings us

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<v Speaker 1>to the next generation RoboCop two, which is not just

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<v Speaker 1>the name of the second RoboCop movie, but also the

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<v Speaker 1>model of RoboCop that replaced the original RoboCop. They think, Hey,

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<v Speaker 1>what would happen if we put tom noon in there?

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<v Speaker 1>That's right, So they have another essentially a walking tank

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<v Speaker 1>kind of like d to O nine, except it's powered

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<v Speaker 1>by the brain of a psychotic drug lord named Kane

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<v Speaker 1>played by Tom Noonan. He's fabulous in it. Uh, but

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<v Speaker 1>here's the here's the thing. It's walking around, it's killing

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<v Speaker 1>everything with a gatling gun, but then it can pop

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<v Speaker 1>a flat screen TV out of it out of the

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<v Speaker 1>front of its body, and on that screen is a

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<v Speaker 1>twisted uncanny lawnmower Man esque c g I face of

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<v Speaker 1>tom Noonon. Yeah, so that one really leans into the

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<v Speaker 1>Uncanny Valley. Well yeah, and this this does point out

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<v Speaker 1>another thing, which is that there have been plenty of

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<v Speaker 1>intentional realizations of the Uncanny Valley in film when when

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<v Speaker 1>people are trying to create an unsettling, unpleasant, humanoid for

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<v Speaker 1>story purposes, if it's supposed to be a villain, if

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<v Speaker 1>it's supposed to make people uncomfortable, because that's its role

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<v Speaker 1>in the plot. So one thing I kind of wish

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<v Speaker 1>we'd done. I hadn't even thought about this is too

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<v Speaker 1>if we could talk to somebody who has intentionally made

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<v Speaker 1>things in the Uncanny Valley? What did they do on

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<v Speaker 1>purpose to get it there? If your your job is

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<v Speaker 1>to make a humanoid robot or an animated humanoid figure

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<v Speaker 1>that intentionally pushes all the bad buttons and climbs as

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<v Speaker 1>far down into the valley as it can, what do

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<v Speaker 1>you do that would that would provide some really interesting

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<v Speaker 1>insight into what it actually takes to get there. Well,

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<v Speaker 1>you know, to come back to video games, something that

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<v Speaker 1>comes up a lot. You see these videos going viral

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<v Speaker 1>where it's like just a cut scene or a clip

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<v Speaker 1>from the video game with a humanoid character in a

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<v Speaker 1>more or less human situation, except something screwed up in

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<v Speaker 1>the face is missing, so it's just two floating eyeballs

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<v Speaker 1>and maybe a floating set of digital teeth. So the

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<v Speaker 1>context is key there, Like this thing is acting as

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<v Speaker 1>if it had a face, and it's in an environment

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<v Speaker 1>where we're unsupposed to just roll with it, but clearly

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<v Speaker 1>something's wrong. Yes, okay, Well, as we said in the

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<v Speaker 1>last episode, we talked about the origin of the idea,

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<v Speaker 1>We talked about evidence for and against the fact that

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<v Speaker 1>the Uncanny Valley actually exists, to to the point that

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<v Speaker 1>it actually does exist to some extent. Maybe not in

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<v Speaker 1>the naive original sense everybody would say, where it's just

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<v Speaker 1>related to the amount of realistic human nous in a figure,

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<v Speaker 1>but has other dimensions as well. What causes our Uncanny

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<v Speaker 1>Valley reaction? Obviously people do have this reaction they see

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<v Speaker 1>a humanoid robot or a humanoid animated character, the Scorpion King,

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<v Speaker 1>the Final Fantasy, the spirits within characters, whatever it is,

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<v Speaker 1>and we get so, what causes it? Why do our

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<v Speaker 1>brains react that way? Is it biological? Is it pure instinct?

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<v Speaker 1>Is it a learned psychological reaction? Is it part of

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<v Speaker 1>our culture? Is something coming from cognitive dissonance of some sort? Now,

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<v Speaker 1>to go back to the origins of the idea with

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<v Speaker 1>massive hero Mari in nineteen seventy and his original paper

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<v Speaker 1>on the Uncanny Valley, Morey speculates that the Uncanny Valley

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<v Speaker 1>might be a side effect of the self preservation instinct.

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<v Speaker 1>In other words, it's a biological adaptation that helps us

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<v Speaker 1>avoid disease and death. Uh. And he starts with the

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<v Speaker 1>observation that when a normal, healthy person becomes sick and

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<v Speaker 1>eventually dies, they basically tend to slide down from the

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<v Speaker 1>second peak of the uncanny valley, what we were calling

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<v Speaker 1>the realism peak, the reality peak, and slide down into

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<v Speaker 1>the uncanny valley. It's like they become more like these

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<v Speaker 1>upsetting puppets and robots. You know. They might uh suffer

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<v Speaker 1>some kind of change in their in their the the

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<v Speaker 1>appearance of their skin, of their eyes, of their facial expressions.

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<v Speaker 1>Things begin to look off about them. And he writes, quote,

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<v Speaker 1>the sense of eeriness is probably a form of instinct

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<v Speaker 1>that protects us from proximal rather than distal sources of danger.

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<v Speaker 1>Proximal sources of danger include corpses, members of different species,

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<v Speaker 1>and other entities we can closely approach. Distal sources of

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<v Speaker 1>danger include windstorms and floods. You know, this is interesting

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<v Speaker 1>that the mention of other species. Um. I don't know

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<v Speaker 1>how many films and documentaries I've seen of say, lions

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<v Speaker 1>running around in the natural habitat, and it's almost never creepy. No,

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<v Speaker 1>not not at all, and yet and then mostly a

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<v Speaker 1>lot of times when I'm in a zoo, it's not creepy.

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<v Speaker 1>But there have been times I take my son to

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<v Speaker 1>the zoo a lot here in Atlanta, and there are

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<v Speaker 1>times when we go down to the lion enclosure and

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<v Speaker 1>we're the only people there at the zoo because we've

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<v Speaker 1>arrived super early, and we just we're hanging out with

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<v Speaker 1>a lion on the other side of the glass. You know,

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<v Speaker 1>we're perfectly safe, but a deep uneasiness comes over me,

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<v Speaker 1>washes over me, and uh, and I'm just confronted by

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<v Speaker 1>the the the danger of this situation, Like there's a

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<v Speaker 1>danger that that goes beyond any reason because I am

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<v Speaker 1>in close proximity to a dangerous member of another species,

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<v Speaker 1>a carnivorous um predator, tory animal that would, in under

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<v Speaker 1>normal conditions, potentially kill me. Now there is I would

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<v Speaker 1>bet a very different kind of sensation going on inside

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<v Speaker 1>you when you're in proximity to a lion than when

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<v Speaker 1>you see a creepy looking humanoid robot or a creepy

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<v Speaker 1>looking animation human animation, right like it's it's probably exciting

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<v Speaker 1>the difference between the when when we talked about the

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<v Speaker 1>creepiness episode the creep the difference between the sort of

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<v Speaker 1>like uncomfortable threat ambiguity versus sensing that there truly is

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<v Speaker 1>a threat of some kind. Right, And you know, we

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<v Speaker 1>spoke to illness here, you know, like certainly someone we

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<v Speaker 1>talked about like what happens when a co worker walks

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<v Speaker 1>up to you and they're they're sniveling or more a

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<v Speaker 1>little bit pale, uh and they say, let's French. Well,

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<v Speaker 1>well hopefully not, but yeah, there's a there's an at

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<v Speaker 1>least an initial sense of, oh, what's wrong with this person? Um?

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<v Speaker 1>I wonder if what they have as contagious, should they

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<v Speaker 1>even be at work? I hope they cover their mouth

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<v Speaker 1>when they sneeze, because we are going to be concerned

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<v Speaker 1>on some level with catching whatever they have. If it's

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<v Speaker 1>if it's it's transmittable, right and it I mean there

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<v Speaker 1>are some ways in which we know that seeing illness

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<v Speaker 1>and other people in sights a reaction in the disgust response, right. Yeah.

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<v Speaker 1>And there's been actually a lot of research on the

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<v Speaker 1>discussed the disgusted response. Darwin wrote about it discussed from

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<v Speaker 1>an evolutionary standpoint, is all about disease avoidance, you know,

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<v Speaker 1>like do not eat this, you know, stay away from Yeah,

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<v Speaker 1>something's not right here. You might hurt yourself or get sick.

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<v Speaker 1>So we're talking about sensuous disgust, So discuss that's tied

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<v Speaker 1>to the senses to sense information that we're absorbing. Uh.

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<v Speaker 1>This is deeply seated in the insula, the area of

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<v Speaker 1>the brain that that malfunctions in patients with obsessive compulsive disorder,

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<v Speaker 1>causing them to say, you know, wash and clean things

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<v Speaker 1>endlessly or vacuum unrelenting lye. So the malfunk of that

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<v Speaker 1>area gives us, you know, gives us a clue into

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<v Speaker 1>its functionality. Uh. One interesting fact about disgusting smells, however,

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<v Speaker 1>is that there's a drop off point for bad smell recognition,

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<v Speaker 1>but not for good smells. So I think we've all

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<v Speaker 1>encountered this where it's that like say, say you're in

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<v Speaker 1>your your office and and you share your office with

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<v Speaker 1>a cat box, and at some point the cat uh

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<v Speaker 1>causes quite a stink in there, and you register it first,

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<v Speaker 1>and like, geez, I should stop what I'm doing and

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<v Speaker 1>clean out that cat box. But you keep working, and

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<v Speaker 1>then after a while you don't smell it anymore. But

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<v Speaker 1>then maybe you step outside to check the mail, or

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<v Speaker 1>you go to the you know, the grocery store to

0:12:39.840 --> 0:12:41.960
<v Speaker 1>pick something up, or you know, your partner comes home

0:12:42.280 --> 0:12:45.360
<v Speaker 1>and when when you or they enter the room, you

0:12:45.440 --> 0:12:48.240
<v Speaker 1>go cheese. What happened in here? Did the cat do

0:12:48.320 --> 0:12:51.520
<v Speaker 1>something again? No, you're just re smelling with their Originally

0:12:51.640 --> 0:12:53.920
<v Speaker 1>you forgot about it, right, Yeah, the the brain kind

0:12:53.920 --> 0:12:57.360
<v Speaker 1>of decides, Look at this point, I assume you know

0:12:57.559 --> 0:13:00.440
<v Speaker 1>that she that the cheese is nasty and you're not

0:13:00.480 --> 0:13:03.920
<v Speaker 1>going to eat it um or or that yes, there

0:13:04.000 --> 0:13:06.199
<v Speaker 1>is animal poop around here. It's it's done, it's part

0:13:06.240 --> 0:13:10.079
<v Speaker 1>it's warned you. But the good smell will keep resonating

0:13:10.200 --> 0:13:13.400
<v Speaker 1>because the good smell is probably saying, hey, there's something

0:13:13.400 --> 0:13:16.440
<v Speaker 1>over here, delicious to eat with some fresh berries or whatnot,

0:13:16.720 --> 0:13:19.640
<v Speaker 1>And it'll keep saying, hey, the berries are still here,

0:13:19.720 --> 0:13:22.400
<v Speaker 1>why haven't you eaten them yet? This is there's not

0:13:22.440 --> 0:13:24.439
<v Speaker 1>a lot of sugar out here. You should get at

0:13:24.480 --> 0:13:28.200
<v Speaker 1>these berries while you have a chance. So the beautiful

0:13:28.240 --> 0:13:32.360
<v Speaker 1>remains beautiful, The sweet smelling remains sweet smelling. But something

0:13:32.360 --> 0:13:35.320
<v Speaker 1>that is disgusting even as you know, discussing as a

0:13:35.360 --> 0:13:38.160
<v Speaker 1>foul smell we can grow accustomed to. Okay, so what's

0:13:38.200 --> 0:13:42.400
<v Speaker 1>the analogy to the Uncanny Valley here? Well, I think

0:13:42.400 --> 0:13:45.640
<v Speaker 1>the the analogy here is that if you have a

0:13:45.760 --> 0:13:51.319
<v Speaker 1>disgusted response to the to visual sense information regarding an

0:13:51.360 --> 0:13:56.200
<v Speaker 1>individual's appearance, a robots appearance, of a computer animated characters appearance,

0:13:57.040 --> 0:13:59.480
<v Speaker 1>there could there could also be this disgust drop off

0:13:59.480 --> 0:14:01.640
<v Speaker 1>point as you grow accustomed to it. Oh, and that's

0:14:01.679 --> 0:14:03.440
<v Speaker 1>something that we have seen. We talked about a little

0:14:03.440 --> 0:14:06.640
<v Speaker 1>bit in the last episode, and that uh, some people

0:14:06.720 --> 0:14:11.559
<v Speaker 1>attest that when you spend time around these robots or uh,

0:14:11.600 --> 0:14:14.080
<v Speaker 1>well it was mainly for the robots. The robots that

0:14:14.120 --> 0:14:18.079
<v Speaker 1>at first seemed creepy, they stop bothering you become accustomed

0:14:18.120 --> 0:14:20.800
<v Speaker 1>to them, they're not creepy anymore. I don't so much

0:14:20.920 --> 0:14:22.640
<v Speaker 1>know if that's always going to be the case for

0:14:22.680 --> 0:14:27.560
<v Speaker 1>creepy looking animated humans. Um, but who knows. Now. Another

0:14:27.600 --> 0:14:29.680
<v Speaker 1>thing to keep in mind too, is that the discussed

0:14:29.680 --> 0:14:32.280
<v Speaker 1>response is going to depend on a number of different factors,

0:14:32.880 --> 0:14:36.240
<v Speaker 1>some of which are going to be tied to hormonal situations. So,

0:14:36.360 --> 0:14:39.720
<v Speaker 1>for instance, pregnant women are more sensitive to discussed and

0:14:39.720 --> 0:14:43.800
<v Speaker 1>this is linked to their elevated progesterone levels. So uh,

0:14:44.040 --> 0:14:45.840
<v Speaker 1>And of course there's gonna be other factors beyond that

0:14:45.960 --> 0:14:49.120
<v Speaker 1>for every individual. Yeah. So I think that there's certainly

0:14:49.160 --> 0:14:54.800
<v Speaker 1>could be some amount of biological instinctual response going on

0:14:54.880 --> 0:14:57.680
<v Speaker 1>in the uncanny value effect to the extent that it exists.

0:14:57.680 --> 0:14:59.880
<v Speaker 1>But I think also, based on what we've seen so far,

0:15:00.160 --> 0:15:03.160
<v Speaker 1>probably does not account for all of it. Uh. And

0:15:03.480 --> 0:15:06.920
<v Speaker 1>I think another thing to consider would be going to

0:15:07.120 --> 0:15:12.080
<v Speaker 1>more more complex sort of cognitive psychology, such as cognitive dissonance. Now,

0:15:12.520 --> 0:15:15.760
<v Speaker 1>if you were to just ask me what I thought

0:15:15.880 --> 0:15:19.360
<v Speaker 1>was the most likely answer before I got into the research,

0:15:20.160 --> 0:15:22.600
<v Speaker 1>I would intuitively tend to think that the best answer

0:15:22.640 --> 0:15:27.000
<v Speaker 1>for what causes the Uncanny value effect primarily is our

0:15:27.040 --> 0:15:31.240
<v Speaker 1>inherent discomfort with category confusions. Uh. This is something that

0:15:31.280 --> 0:15:33.600
<v Speaker 1>I think about a lot, in like the creation of

0:15:33.640 --> 0:15:36.120
<v Speaker 1>monster mythology and stuff like that. We we don't like

0:15:36.200 --> 0:15:40.000
<v Speaker 1>the feeling produced by by things that don't fit into

0:15:40.040 --> 0:15:44.080
<v Speaker 1>our normal taxonomys for objects in the world and seem

0:15:44.160 --> 0:15:48.160
<v Speaker 1>to violate our tax taxonomic ordering system. And this is

0:15:48.200 --> 0:15:51.160
<v Speaker 1>why I think monsters are so often hybrids of existing

0:15:51.240 --> 0:15:55.120
<v Speaker 1>things a bull's head on a man's body, things that

0:15:55.320 --> 0:16:00.200
<v Speaker 1>defy our intuitive classification rules. They make us uncomfortable and

0:16:00.320 --> 0:16:03.520
<v Speaker 1>cause a sense of unease, leading to this uncanny feeling.

0:16:04.400 --> 0:16:07.560
<v Speaker 1>So that that's what I would have intuitively said, Yeah,

0:16:07.600 --> 0:16:10.920
<v Speaker 1>that makes sense. Is it wolf or is it man?

0:16:10.280 --> 0:16:15.280
<v Speaker 1>Or right? But negative affinity resulting from this difficulty and

0:16:15.320 --> 0:16:19.320
<v Speaker 1>assigning the entity to a category is it robot or human?

0:16:19.840 --> 0:16:23.400
<v Speaker 1>Despite my intuitive favor for this explanation, I think it

0:16:23.440 --> 0:16:26.360
<v Speaker 1>looks like experimental evidence for this is not strong, and

0:16:26.400 --> 0:16:28.640
<v Speaker 1>in fact, in some ways some of the studies we've

0:16:28.640 --> 0:16:31.760
<v Speaker 1>looked at have somewhat invalidated this. For example, in the

0:16:31.840 --> 0:16:33.880
<v Speaker 1>last episode at the end, I was talking about that

0:16:34.160 --> 0:16:38.560
<v Speaker 1>study by matherin Rifling, and it did not find evidence

0:16:38.560 --> 0:16:42.280
<v Speaker 1>of a strong correlation between here. Here's what you notice

0:16:42.320 --> 0:16:46.080
<v Speaker 1>here the time it took people to rate the mechano

0:16:46.200 --> 0:16:50.960
<v Speaker 1>humanoid qualities of a robot, and that robot pictures likability.

0:16:51.040 --> 0:16:54.480
<v Speaker 1>So if you were talking it up to category confusion,

0:16:54.840 --> 0:16:57.400
<v Speaker 1>you would probably think the robots that people took the

0:16:57.560 --> 0:17:00.440
<v Speaker 1>longest time to figure out how to ray on the

0:17:00.480 --> 0:17:04.880
<v Speaker 1>mechano humanoid scale, and those would be the least likable, right,

0:17:04.920 --> 0:17:09.520
<v Speaker 1>Because they're the ones causing the most category confusion, right.

0:17:09.560 --> 0:17:11.000
<v Speaker 1>But I mean you could also say that, well, you're

0:17:11.040 --> 0:17:13.360
<v Speaker 1>not maybe having not a you're not having a visceral

0:17:13.440 --> 0:17:15.720
<v Speaker 1>gut reaction to them either, you having to think it

0:17:15.760 --> 0:17:18.760
<v Speaker 1>out and try and you know, analyze how you feel

0:17:18.800 --> 0:17:20.639
<v Speaker 1>about it. Oh yeah, I'd say that's exactly what we

0:17:20.680 --> 0:17:23.119
<v Speaker 1>don't like. I mean, we like to be able to

0:17:23.240 --> 0:17:27.080
<v Speaker 1>viscerally categorize things. But but then the uncanny Valley is often,

0:17:27.680 --> 0:17:29.480
<v Speaker 1>at least in terms of the way you're going to

0:17:29.560 --> 0:17:33.399
<v Speaker 1>find it invoked by the average person. It's often discussed

0:17:33.400 --> 0:17:35.840
<v Speaker 1>if it's as if it's a visceral reaction, the sort

0:17:35.880 --> 0:17:38.480
<v Speaker 1>of i'll kill it with fire reaction that people might have,

0:17:38.760 --> 0:17:40.840
<v Speaker 1>where I hate that saying yes, I'm not a fan

0:17:40.880 --> 0:17:43.960
<v Speaker 1>as well, especially when it is applied to outside of

0:17:43.960 --> 0:17:48.040
<v Speaker 1>of a fictional connotations. Right. But so they point out

0:17:48.080 --> 0:17:51.440
<v Speaker 1>the authors here point out that they did not find this. Uh.

0:17:51.480 --> 0:17:54.760
<v Speaker 1>They point out that it's just not a fact that

0:17:54.880 --> 0:17:57.400
<v Speaker 1>the things that took longer to look at and decide

0:17:57.440 --> 0:18:01.360
<v Speaker 1>where the least likable. Though while this is not statistically important,

0:18:01.680 --> 0:18:04.199
<v Speaker 1>just as a point of curiosity, the single face that

0:18:04.240 --> 0:18:08.040
<v Speaker 1>took the longest to rate on the mechanical versus humanoid quality.

0:18:08.440 --> 0:18:11.520
<v Speaker 1>Was also just about the most disliked face in their

0:18:11.520 --> 0:18:15.400
<v Speaker 1>whole collection of faces, but that was just like one outlier. Overall,

0:18:15.440 --> 0:18:19.680
<v Speaker 1>this did not present as a general effect. Other studies

0:18:19.680 --> 0:18:22.280
<v Speaker 1>have also looked into this and have failed to find

0:18:22.320 --> 0:18:25.679
<v Speaker 1>solid evidence for category confusion as the primary driver of

0:18:25.720 --> 0:18:29.280
<v Speaker 1>the negative affinity at the bottom of the uncanny valley.

0:18:29.320 --> 0:18:31.879
<v Speaker 1>So it looks like my intuitions here I think are wrong.

0:18:32.600 --> 0:18:35.960
<v Speaker 1>But there's something that's kind of related as an idea

0:18:36.000 --> 0:18:40.040
<v Speaker 1>that's been explored, and that is the idea of perceptual mismatch.

0:18:40.640 --> 0:18:44.480
<v Speaker 1>So several authors have advocated the idea that this perceptual

0:18:44.600 --> 0:18:48.280
<v Speaker 1>mismatch could be the primary cause of what we don't

0:18:48.320 --> 0:18:51.480
<v Speaker 1>like about things that we would intuitively say fall into

0:18:51.520 --> 0:18:54.760
<v Speaker 1>the uncanny valley. So one piece of research I want

0:18:54.760 --> 0:18:57.960
<v Speaker 1>to mention is a sort of review by uh Cat

0:18:58.040 --> 0:19:01.439
<v Speaker 1>Siri that is a review of empirical evidence on different

0:19:01.520 --> 0:19:05.960
<v Speaker 1>uncanny valley hypotheses support for perceptual mismatch as one road

0:19:06.040 --> 0:19:08.520
<v Speaker 1>to the valley of eerieness that gott to give it

0:19:08.560 --> 0:19:13.760
<v Speaker 1>a different name, apparently in Frontiers in Psychology. And so

0:19:13.800 --> 0:19:17.399
<v Speaker 1>in this study, the authors review present research and claim

0:19:17.520 --> 0:19:20.640
<v Speaker 1>that experimental research attempting to show the Uncanny Valley has

0:19:20.640 --> 0:19:24.040
<v Speaker 1>been inconsistent. They don't exactly say that the uncanny valley

0:19:24.080 --> 0:19:27.119
<v Speaker 1>doesn't exist, but that it's not as simple as often

0:19:27.160 --> 0:19:29.240
<v Speaker 1>believed to be. Something we've been saying for a while now.

0:19:29.320 --> 0:19:33.680
<v Speaker 1>It's it's not that any manipulation of the variable of

0:19:33.800 --> 0:19:38.520
<v Speaker 1>human likeness leads to Uncanny Valley effects. So, in other words,

0:19:38.600 --> 0:19:41.640
<v Speaker 1>that the horizontal axis on the graph is more complicated

0:19:41.720 --> 0:19:44.520
<v Speaker 1>than just the question of how realistically human is it.

0:19:44.600 --> 0:19:46.560
<v Speaker 1>I've seen this come up enough now that I'm pretty

0:19:46.560 --> 0:19:50.160
<v Speaker 1>convinced that that is not necessarily the only or even

0:19:50.200 --> 0:19:53.680
<v Speaker 1>the primary factor here. But they still recognize that there

0:19:53.720 --> 0:19:55.520
<v Speaker 1>is some kind of effect here. So they claim that

0:19:55.560 --> 0:19:59.000
<v Speaker 1>there's evidence against the category confusion basis that we were

0:19:59.040 --> 0:20:01.520
<v Speaker 1>just talking about. But they claim that there has been

0:20:01.520 --> 0:20:05.159
<v Speaker 1>good evidence in support of the perceptual mismatch hypothesis. And

0:20:05.200 --> 0:20:07.040
<v Speaker 1>I want to read what they say. They say quote

0:20:07.280 --> 0:20:11.440
<v Speaker 1>taken together, the present review suggested that although not any

0:20:11.520 --> 0:20:14.600
<v Speaker 1>kind of human likeness manipulation leads to the Uncanny Valley,

0:20:14.640 --> 0:20:18.840
<v Speaker 1>the uncanny valley could be caused by more specific perceptual

0:20:18.920 --> 0:20:23.720
<v Speaker 1>mismatch conditions. Such conditions could originate at least from inconsistent

0:20:23.880 --> 0:20:28.560
<v Speaker 1>realism levels between individual features, and the examples they give

0:20:28.600 --> 0:20:33.240
<v Speaker 1>would be like artificial eyes on a humanlike face, or

0:20:33.280 --> 0:20:36.840
<v Speaker 1>the presence of atypical features such as a typically large

0:20:36.920 --> 0:20:41.119
<v Speaker 1>eyes on an otherwise humanlike character. So what they're saying

0:20:41.160 --> 0:20:44.720
<v Speaker 1>there is not necessarily that you can't tell whether it's

0:20:44.720 --> 0:20:47.320
<v Speaker 1>a robot or a human, but that there have been

0:20:47.400 --> 0:20:50.840
<v Speaker 1>multiple experiments that seem to show people are unsettled and

0:20:51.160 --> 0:20:55.439
<v Speaker 1>made unhappy by things where the features on the face

0:20:55.760 --> 0:20:58.400
<v Speaker 1>or the features of the figure as a whole are

0:20:58.600 --> 0:21:03.320
<v Speaker 1>inconsistently realistic. Like, we're more okay with a robot that's

0:21:03.400 --> 0:21:08.000
<v Speaker 1>consistently realistic at a certain level it maybe say, seventy

0:21:08.040 --> 0:21:11.800
<v Speaker 1>percent than something that has eyes at nine d percent

0:21:11.960 --> 0:21:16.880
<v Speaker 1>and skin at This reminds me, this is just coming

0:21:16.880 --> 0:21:18.000
<v Speaker 1>off the top of my head. So I don't have

0:21:18.040 --> 0:21:21.240
<v Speaker 1>the artist's name here, but there's there's an artist who's

0:21:21.240 --> 0:21:24.080
<v Speaker 1>worth made the rounds where they took cartoon characters and

0:21:24.119 --> 0:21:27.600
<v Speaker 1>they depicted them realistically. So it's Homer Simpson. Yes, Homer

0:21:27.640 --> 0:21:32.040
<v Speaker 1>Simpson with like pores on his skin, you know, horrible. Yeah,

0:21:32.320 --> 0:21:33.879
<v Speaker 1>So that comes to mind is a kind of a

0:21:33.880 --> 0:21:37.040
<v Speaker 1>possible example of this. Yeah. I think that's a good explanation.

0:21:37.160 --> 0:21:39.479
<v Speaker 1>So I want to get into my main takeaways from

0:21:39.520 --> 0:21:41.840
<v Speaker 1>looking at the Uncanny Valley research so far. Maybe you

0:21:41.840 --> 0:21:44.280
<v Speaker 1>can let me know what you think about this. I'd say,

0:21:44.359 --> 0:21:46.560
<v Speaker 1>first of all, I think the Uncanny Valley is a

0:21:46.640 --> 0:21:49.880
<v Speaker 1>real thing, but it's not as simple as Maury's original

0:21:49.960 --> 0:21:53.280
<v Speaker 1>hypothesis would lead you to believe. Uh. First of all,

0:21:53.320 --> 0:21:56.960
<v Speaker 1>people definitely do get creeped out by lots of almost

0:21:57.080 --> 0:22:01.120
<v Speaker 1>human looking things, but it's not a necessarily just that

0:22:01.240 --> 0:22:06.000
<v Speaker 1>the near failed human realism is what makes them unsettling.

0:22:06.000 --> 0:22:08.119
<v Speaker 1>There are other things that appear to be making them

0:22:08.240 --> 0:22:12.600
<v Speaker 1>unsettling though, that the near humanness plays some kind of role.

0:22:13.400 --> 0:22:15.040
<v Speaker 1>And the other big thing is that there appear to

0:22:15.040 --> 0:22:19.359
<v Speaker 1>be multiple dimensions to explain the phenomenon. Right, So, synthetic

0:22:19.440 --> 0:22:24.080
<v Speaker 1>humanoid images, whether robotic or animated, offer multiple dimensions of

0:22:24.119 --> 0:22:27.439
<v Speaker 1>attraction and revulsion. I think it's possible that there are

0:22:27.480 --> 0:22:31.720
<v Speaker 1>some biologically triggered effects the appearance of health or disease,

0:22:31.880 --> 0:22:34.440
<v Speaker 1>the appearance of life or death. But then I think

0:22:34.440 --> 0:22:38.080
<v Speaker 1>there are possibly other things triggered by psychological cognitive dissonance,

0:22:38.119 --> 0:22:43.640
<v Speaker 1>probably not category confusion, um, but but some good evidence

0:22:43.680 --> 0:22:46.639
<v Speaker 1>for this idea of the perceptual mismatch being the cause.

0:22:47.440 --> 0:22:50.520
<v Speaker 1>And then the final thing is that the Uncanny Valley

0:22:50.600 --> 0:22:54.480
<v Speaker 1>effect is context dependent. How long have you been exposed

0:22:54.480 --> 0:22:57.800
<v Speaker 1>to the image in what's setting? Is it part of

0:22:57.840 --> 0:23:00.400
<v Speaker 1>a narrative or some other context in which you're being

0:23:00.480 --> 0:23:04.040
<v Speaker 1>asked to suspend your disbelief or otherwise put yourself in

0:23:04.080 --> 0:23:07.280
<v Speaker 1>a state of openness. Robert, what do you think about

0:23:07.280 --> 0:23:10.199
<v Speaker 1>all this so far? You've got any disagreement? No, I

0:23:10.200 --> 0:23:12.800
<v Speaker 1>mean I I feel like my view on it closely

0:23:12.880 --> 0:23:15.560
<v Speaker 1>lines up with with with yours here basically that it's

0:23:15.560 --> 0:23:18.200
<v Speaker 1>just that there is an effect going on, but it's

0:23:18.280 --> 0:23:22.120
<v Speaker 1>far it's far more nuanced than simply oh these are

0:23:22.320 --> 0:23:25.280
<v Speaker 1>these are the factors that make something fall into the

0:23:25.359 --> 0:23:29.240
<v Speaker 1>Uncanny Valley, not just how realistically human. There's there's other

0:23:29.359 --> 0:23:32.240
<v Speaker 1>stuff going on, right, and not just a mere hybridization.

0:23:33.119 --> 0:23:36.800
<v Speaker 1>It was instantly thinking about um, the borg and UH

0:23:36.840 --> 0:23:40.600
<v Speaker 1>and occasionally the sort of sexy boards that show up

0:23:40.920 --> 0:23:44.280
<v Speaker 1>in the Star Trek universe. No, like, there's there's clearly

0:23:44.320 --> 0:23:48.800
<v Speaker 1>category confusion going on there, but they're they're not depicted

0:23:48.880 --> 0:23:53.760
<v Speaker 1>as particularly uncanny, Like was the board queen? Was she uncanny?

0:23:54.400 --> 0:23:56.400
<v Speaker 1>Kind of? I don't know, I mean, even when I'm

0:23:56.400 --> 0:24:00.240
<v Speaker 1>not a big fan of the way the board look well,

0:24:01.440 --> 0:24:04.119
<v Speaker 1>but the outside of the board. You can also think of,

0:24:04.560 --> 0:24:08.280
<v Speaker 1>you know, various sort of hybrid human creatures depicted in

0:24:08.359 --> 0:24:12.040
<v Speaker 1>fantasy and fiction that that are created in such a

0:24:12.080 --> 0:24:15.639
<v Speaker 1>way to be the alluring, uh, like they managed to

0:24:15.680 --> 0:24:21.120
<v Speaker 1>fetishize the inhuman qualities of them the category of confusion. Yeah,

0:24:21.440 --> 0:24:23.760
<v Speaker 1>uh yeah. It makes me think that there are certain

0:24:23.840 --> 0:24:27.600
<v Speaker 1>qualities of the human appearance that, if altered, are much

0:24:27.640 --> 0:24:31.120
<v Speaker 1>more significant in terms of our affects response than others.

0:24:31.800 --> 0:24:34.000
<v Speaker 1>So it could be and I'm just making this up.

0:24:34.040 --> 0:24:36.560
<v Speaker 1>I don't know if this is true, but that like, uh,

0:24:36.960 --> 0:24:41.320
<v Speaker 1>getting the getting the size of the eyes wrong could

0:24:41.440 --> 0:24:45.600
<v Speaker 1>quite easily lead to a disgust response and revulsion. But

0:24:45.680 --> 0:24:49.040
<v Speaker 1>getting the size of the nose wrong wouldn't. Does that

0:24:49.080 --> 0:24:52.240
<v Speaker 1>make sense? Yeah? Yeah? Or just thinking of eyes, like

0:24:52.359 --> 0:24:56.720
<v Speaker 1>definitely making the eyes inappropriately large leads a creepy factor,

0:24:56.760 --> 0:24:59.440
<v Speaker 1>and this is often employed. I instantly think of the

0:24:59.760 --> 0:25:03.240
<v Speaker 1>Van Piate movie. What twenty thirty Days of Night? Is

0:25:03.240 --> 0:25:05.879
<v Speaker 1>that the name of it? Oh? Something like that. Yeah,

0:25:05.880 --> 0:25:07.800
<v Speaker 1>where they did some sort of digital effect to make ority.

0:25:07.840 --> 0:25:10.960
<v Speaker 1>I don't remember the number, some number of days of PPD,

0:25:11.040 --> 0:25:14.119
<v Speaker 1>days of night. Um. I didn't actually see if the

0:25:14.160 --> 0:25:18.560
<v Speaker 1>trailers were we're certainly interesting. But likewise, if you just

0:25:18.600 --> 0:25:21.600
<v Speaker 1>take an individual and have them wear blackout contact lenses

0:25:22.080 --> 0:25:24.560
<v Speaker 1>like that is often sometimes that's played up for creepiness,

0:25:24.560 --> 0:25:26.159
<v Speaker 1>but a lot of times it's played up for to

0:25:26.240 --> 0:25:30.359
<v Speaker 1>be alluring. You'll have uh, male or female characters that

0:25:30.440 --> 0:25:34.119
<v Speaker 1>are are otherwise dressed in some alluring fashion, but they

0:25:34.119 --> 0:25:36.040
<v Speaker 1>have blacked out eyes and it's who It's kind of

0:25:36.080 --> 0:25:39.640
<v Speaker 1>like supernatural, sexy, cool, as opposed to just like, oh

0:25:39.680 --> 0:25:43.120
<v Speaker 1>my god, why why are your eyes pits of darkness? Yeah,

0:25:44.040 --> 0:25:46.119
<v Speaker 1>but maybe that's just me. Okay, well, I think we

0:25:46.119 --> 0:25:48.040
<v Speaker 1>should take a quick break and when we come back,

0:25:48.200 --> 0:25:57.159
<v Speaker 1>we will go beyond the Uncanny Valley. All right, we're back, Okay,

0:25:57.160 --> 0:26:00.560
<v Speaker 1>So Robert, I can recall discussions going back for years

0:26:00.680 --> 0:26:02.280
<v Speaker 1>about whether we're going to make it out of the

0:26:02.359 --> 0:26:05.520
<v Speaker 1>Uncanny Valley in the realm of robotics or animation, and

0:26:05.640 --> 0:26:08.359
<v Speaker 1>I think from here on I want to focus primarily

0:26:08.440 --> 0:26:11.840
<v Speaker 1>on animation, just to just to keep us focused and

0:26:11.880 --> 0:26:14.879
<v Speaker 1>I think there are actually two separate questions here, assuming

0:26:14.920 --> 0:26:18.800
<v Speaker 1>that the Uncanny Valley is to some extent to coherent idea.

0:26:18.880 --> 0:26:21.600
<v Speaker 1>We've already explained all the ways in which it's obviously

0:26:21.600 --> 0:26:25.800
<v Speaker 1>way more complicated than the naive popular culture culture understanding

0:26:25.840 --> 0:26:30.400
<v Speaker 1>of it. But the two big questions. Number one, can

0:26:30.480 --> 0:26:34.520
<v Speaker 1>we make realistic looking humanoid characters that aren't creepy? I

0:26:34.560 --> 0:26:37.000
<v Speaker 1>think the answer here is yes. I think it's not

0:26:37.080 --> 0:26:39.840
<v Speaker 1>a two dimensional graph. I think you can make things

0:26:39.880 --> 0:26:43.840
<v Speaker 1>that aren't quite photo realistic but look realistic that aren't creepy.

0:26:44.080 --> 0:26:47.200
<v Speaker 1>Current generation video games have been doing this, and as

0:26:47.200 --> 0:26:49.040
<v Speaker 1>I mentioned in the last episode, I think that there

0:26:49.040 --> 0:26:52.679
<v Speaker 1>are tricks to doing this. It's apparently in achieving like

0:26:52.720 --> 0:26:57.000
<v Speaker 1>the right combination of realistic traits and unrealistic traits that

0:26:57.160 --> 0:26:59.399
<v Speaker 1>maybe you would just land on by doing trial and

0:26:59.520 --> 0:27:03.080
<v Speaker 1>error in design over time. You would never mistake these

0:27:03.160 --> 0:27:08.160
<v Speaker 1>characters for photographs of real humans. But they're also not cartoony.

0:27:08.200 --> 0:27:12.520
<v Speaker 1>They've got this feeling of really real ishness, if you

0:27:12.560 --> 0:27:15.560
<v Speaker 1>know what I mean. But they've they've they've attained sort

0:27:15.600 --> 0:27:19.960
<v Speaker 1>of a generally acceptable plateau of realistic affect. But they're

0:27:20.000 --> 0:27:24.639
<v Speaker 1>not skewing into these different danger zones adjacent photo realism,

0:27:24.640 --> 0:27:27.600
<v Speaker 1>where the shortcomings become creepy and off putting and we

0:27:27.640 --> 0:27:31.800
<v Speaker 1>don't like it. Then there would be another question, and

0:27:31.880 --> 0:27:35.600
<v Speaker 1>that's just can we make animated characters that are robustly

0:27:35.720 --> 0:27:39.000
<v Speaker 1>indistinguishable from human like, can we get all the way

0:27:39.080 --> 0:27:42.600
<v Speaker 1>up the other side of the mountain, up to the

0:27:42.880 --> 0:27:46.480
<v Speaker 1>peak of reality? And last week, if you'd ask me,

0:27:46.560 --> 0:27:49.399
<v Speaker 1>my personal answer would have been no, not yet. But

0:27:49.480 --> 0:27:51.879
<v Speaker 1>I think that's actually not as clear cut as we

0:27:51.880 --> 0:27:54.800
<v Speaker 1>would first guess, because you think that perhaps many of

0:27:54.840 --> 0:27:58.640
<v Speaker 1>the humans we see on TV are actually digital creations.

0:27:58.840 --> 0:28:03.200
<v Speaker 1>Oh I know, for a act that that who's that guy,

0:28:03.440 --> 0:28:06.320
<v Speaker 1>that Jimmy Fallon guy? Oh yeah, Jimmy Fallon might be

0:28:06.480 --> 0:28:11.199
<v Speaker 1>a computer generated that is not a person. He has

0:28:11.240 --> 0:28:15.320
<v Speaker 1>been generated by a computer that's in Palo Alto, California.

0:28:16.040 --> 0:28:18.400
<v Speaker 1>It's a super computer. I mean, it's a really good computer.

0:28:18.520 --> 0:28:20.760
<v Speaker 1>But yeah, well, I often feel the same way about

0:28:21.080 --> 0:28:24.360
<v Speaker 1>Michael Fastbender, And granted it's complicated by the fact that

0:28:24.400 --> 0:28:27.320
<v Speaker 1>he has he has a thing for playing androids recently,

0:28:27.760 --> 0:28:29.720
<v Speaker 1>but at times you're just like, no, he's just a

0:28:29.720 --> 0:28:32.199
<v Speaker 1>little too handsome. There's something in human about this this

0:28:32.280 --> 0:28:35.480
<v Speaker 1>man's handsomeness in his charm. So I want to talk

0:28:35.520 --> 0:28:38.480
<v Speaker 1>about one thing that is that has given me pause

0:28:38.560 --> 0:28:41.080
<v Speaker 1>on this subject. And it's going back to what we

0:28:41.120 --> 0:28:44.080
<v Speaker 1>talked about at the beginning of the last episode Rogue one. Yes,

0:28:44.720 --> 0:28:47.320
<v Speaker 1>so back to the c G I Grand mof Tarken

0:28:47.720 --> 0:28:49.680
<v Speaker 1>when I saw When I first saw Rogue one, I

0:28:49.720 --> 0:28:51.440
<v Speaker 1>liked a lot of things about the movie, but I

0:28:51.480 --> 0:28:54.000
<v Speaker 1>did not really like the the c g I. Tarken.

0:28:54.560 --> 0:28:58.959
<v Speaker 1>The the almost Peter Cushing was very, very good, and

0:28:59.000 --> 0:29:03.200
<v Speaker 1>I really mean that, I'm shockingly good, but still not

0:29:03.320 --> 0:29:06.440
<v Speaker 1>quite real to me, still kind of distracting because of

0:29:06.440 --> 0:29:10.080
<v Speaker 1>how slightly off it was. I would not have mistaken

0:29:10.080 --> 0:29:13.280
<v Speaker 1>it for a real person. But the other day I

0:29:13.320 --> 0:29:15.920
<v Speaker 1>was talking in the office to Holly fry Who it's

0:29:15.960 --> 0:29:19.959
<v Speaker 1>It's Holly, a Star Wars fan. She's so, she's one

0:29:19.960 --> 0:29:21.959
<v Speaker 1>of the hosts of Stuff You Missed in History Class,

0:29:22.040 --> 0:29:24.960
<v Speaker 1>one of our one of our podcasts in the podcast

0:29:25.000 --> 0:29:27.760
<v Speaker 1>family here. Yeah, she has hands down the most Star

0:29:27.800 --> 0:29:30.360
<v Speaker 1>Wars knowledgeable person in the office in an office full

0:29:30.400 --> 0:29:33.920
<v Speaker 1>of nerds. Yeah, I should point out that Holly has

0:29:34.440 --> 0:29:37.240
<v Speaker 1>slash had like a golden ticket to go see Rogue

0:29:37.240 --> 0:29:40.680
<v Speaker 1>one anytime she wanted to at the theater. What are

0:29:40.720 --> 0:29:43.240
<v Speaker 1>you serious? And serious? This is? Yeah, yeah, legit, where'd

0:29:43.240 --> 0:29:45.320
<v Speaker 1>that come from? I don't know, I don't know. I'm

0:29:45.320 --> 0:29:47.600
<v Speaker 1>not I'm not at that level of a fandom where

0:29:47.600 --> 0:29:50.200
<v Speaker 1>I'm even offered such things. I know. So if if

0:29:50.240 --> 0:29:52.280
<v Speaker 1>you want to have a funny experience, go up to

0:29:52.320 --> 0:29:56.400
<v Speaker 1>Holly and just like, ask some really obscure random question

0:29:56.480 --> 0:29:59.240
<v Speaker 1>about Star Wars where you think it could not be

0:29:59.480 --> 0:30:03.080
<v Speaker 1>possible that there's an actual answer to this, like oh,

0:30:03.120 --> 0:30:06.160
<v Speaker 1>that stormtrooper on the left, where did he? What planet

0:30:06.200 --> 0:30:08.520
<v Speaker 1>was he born on? Holly will have an answer. She'll

0:30:08.560 --> 0:30:10.960
<v Speaker 1>be like, oh, that was actually addressed in dialogue in

0:30:11.000 --> 0:30:14.479
<v Speaker 1>the Greek dub of this episode of Clone Wars. So

0:30:14.600 --> 0:30:17.400
<v Speaker 1>Holly has amazing Star Wars knowledge. She's super fun to

0:30:17.400 --> 0:30:21.040
<v Speaker 1>talk to about the Star Wars universe. But anyway, Holly

0:30:21.080 --> 0:30:23.160
<v Speaker 1>pointed out that while a lot of people like me

0:30:23.280 --> 0:30:25.440
<v Speaker 1>were saying that the c G I. Tarkan was a

0:30:25.480 --> 0:30:29.080
<v Speaker 1>few pixels short of escaping the valley, then again, there

0:30:29.080 --> 0:30:31.960
<v Speaker 1>were plenty of people, including some older people that she knew,

0:30:32.440 --> 0:30:35.400
<v Speaker 1>who couldn't tell that it wasn't a real person they

0:30:35.440 --> 0:30:39.000
<v Speaker 1>literally they couldn't tell. Well, I'm worried about my viewing

0:30:39.120 --> 0:30:41.640
<v Speaker 1>upcoming viewing of the film because I have I've been

0:30:42.240 --> 0:30:46.160
<v Speaker 1>preconditioned to have a certain response to the to the

0:30:46.600 --> 0:30:49.640
<v Speaker 1>Tarkan bot here. Oh, I'm sorry that we've had this

0:30:49.680 --> 0:30:52.080
<v Speaker 1>discussion before you were able to see the movie for yourself.

0:30:52.440 --> 0:30:55.480
<v Speaker 1>It'll be interesting being preconditioned. Will I go into it,

0:30:56.120 --> 0:30:59.520
<v Speaker 1>you know, expecting an abomination and like, but the level

0:30:59.520 --> 0:31:02.120
<v Speaker 1>of detail will overwhelm me and it won't matter. Or

0:31:02.280 --> 0:31:04.280
<v Speaker 1>Am I going to go into there and nothing is

0:31:04.280 --> 0:31:06.600
<v Speaker 1>gonna fool me because I'm gonna be looking for the cracks?

0:31:07.760 --> 0:31:10.720
<v Speaker 1>You know, I can, I can put myself in a

0:31:10.760 --> 0:31:15.960
<v Speaker 1>mindset where I think it's possible. I might not have

0:31:16.120 --> 0:31:18.920
<v Speaker 1>known that it was a c g I effect if

0:31:18.960 --> 0:31:21.160
<v Speaker 1>I wasn't familiar with what to look for, Like if

0:31:21.200 --> 0:31:23.240
<v Speaker 1>I didn't watch a lot of movies that had c

0:31:23.360 --> 0:31:25.960
<v Speaker 1>g I effects in them, and if I didn't complain

0:31:26.040 --> 0:31:28.880
<v Speaker 1>about c G I a lot. I'm sorry, guilty is charged,

0:31:29.080 --> 0:31:32.280
<v Speaker 1>I'm guilty of that. Uh. If I wasn't aware that

0:31:32.320 --> 0:31:35.719
<v Speaker 1>Peter Cushing was dead, um, if it wasn't if I

0:31:35.760 --> 0:31:38.040
<v Speaker 1>wasn't sort of prepared to see a lot of high

0:31:38.040 --> 0:31:40.200
<v Speaker 1>tech c g I by virtue of the fact that

0:31:40.240 --> 0:31:43.240
<v Speaker 1>I'm sitting in a theater for a Lucasfilm movie, all

0:31:43.280 --> 0:31:45.520
<v Speaker 1>those things. If you took away all the context and

0:31:45.600 --> 0:31:49.520
<v Speaker 1>my pre knowledge, I'm very might possibly have fallen for it.

0:31:49.560 --> 0:31:51.800
<v Speaker 1>I think I might have just it might have just

0:31:51.840 --> 0:31:54.080
<v Speaker 1>gone past me. If I was absorbed in the story,

0:31:54.160 --> 0:31:56.560
<v Speaker 1>I might have thought, Yeah, it's kind of strange looking dude,

0:31:56.600 --> 0:31:59.880
<v Speaker 1>but it's just a dude. And I think it gets

0:32:00.040 --> 0:32:03.760
<v Speaker 1>better or worse, depending on your perspective. So I have

0:32:04.120 --> 0:32:09.040
<v Speaker 1>in October news piece from BBC Asia here about a

0:32:09.160 --> 0:32:14.080
<v Speaker 1>character called Saia, a computer animated character created by the

0:32:14.240 --> 0:32:17.600
<v Speaker 1>Japanese husband and wife graphic design team Terry Yuki and

0:32:17.640 --> 0:32:21.200
<v Speaker 1>Yuka Ishikawa. And I mentioned this one in particular because

0:32:21.240 --> 0:32:23.160
<v Speaker 1>before we did this episode, I went and I looked

0:32:23.200 --> 0:32:26.040
<v Speaker 1>up what are considered a lot of the most realistic

0:32:26.080 --> 0:32:30.320
<v Speaker 1>c g I character creations, the most impressive animations. This

0:32:30.360 --> 0:32:32.480
<v Speaker 1>one came up, and I think this was the most

0:32:32.520 --> 0:32:37.160
<v Speaker 1>impressive to me. It's probably the most photo real computer

0:32:37.280 --> 0:32:40.680
<v Speaker 1>generated human I've come across so far. So Siah is

0:32:40.680 --> 0:32:44.360
<v Speaker 1>supposed to be a seventeen year old Japanese student and

0:32:44.400 --> 0:32:46.920
<v Speaker 1>The creators have been working on her design for a

0:32:46.960 --> 0:32:50.120
<v Speaker 1>couple of years now, and as versions of Saia have

0:32:50.200 --> 0:32:52.920
<v Speaker 1>been posted on the Internet, people have widely reacted with

0:32:53.000 --> 0:32:55.880
<v Speaker 1>comments like, I can't believe that's not a real person.

0:32:57.040 --> 0:32:59.640
<v Speaker 1>And I kind of have to agree. I'm looking at

0:32:59.680 --> 0:33:01.880
<v Speaker 1>these these pictures of her. There are a couple of

0:33:01.880 --> 0:33:05.800
<v Speaker 1>different generations of her design up and the most recent

0:33:05.840 --> 0:33:09.920
<v Speaker 1>one just looks like a photograph of a person. Yeah,

0:33:10.040 --> 0:33:13.120
<v Speaker 1>I I can't tell that that is not a person.

0:33:13.280 --> 0:33:18.000
<v Speaker 1>I have no recourse to critical faculties in my mind

0:33:18.080 --> 0:33:20.440
<v Speaker 1>that would say no, here's where you can tell that

0:33:20.440 --> 0:33:23.360
<v Speaker 1>that's not a real person. Now. At the same time,

0:33:23.360 --> 0:33:24.840
<v Speaker 1>I do have to come back to a comment I

0:33:24.880 --> 0:33:27.640
<v Speaker 1>made earlier that that this is also a it's a

0:33:27.760 --> 0:33:30.960
<v Speaker 1>it's a it's a pretty face, it's a very standard

0:33:31.000 --> 0:33:34.600
<v Speaker 1>face like this is this is leading lady material, Whereas

0:33:34.960 --> 0:33:37.000
<v Speaker 1>I think it gets more problematic when you look at

0:33:37.280 --> 0:33:41.120
<v Speaker 1>character actor type figures such Peter Cushing, because they have

0:33:41.320 --> 0:33:44.360
<v Speaker 1>such a distinctive face. Yes, and Peter Cushing. So this

0:33:44.440 --> 0:33:46.560
<v Speaker 1>is one thing that helps, I think, is that it's

0:33:46.640 --> 0:33:51.240
<v Speaker 1>a young character who has very smooth features. Uh, Peter

0:33:51.320 --> 0:33:53.800
<v Speaker 1>Cushing has a lot of cracks and crags, a lot

0:33:53.800 --> 0:33:55.880
<v Speaker 1>of wrinkles, and I think that that may actually be

0:33:56.360 --> 0:33:59.640
<v Speaker 1>simply having more texture on your face could make it

0:33:59.720 --> 0:34:03.000
<v Speaker 1>much more difficult to make a photo real copy of you.

0:34:03.360 --> 0:34:06.960
<v Speaker 1>That that's entirely possible. But to get back to Saia,

0:34:07.080 --> 0:34:10.880
<v Speaker 1>So in October of last year, the Artist's debuted the

0:34:10.920 --> 0:34:14.880
<v Speaker 1>first animated clip of Siah, which they created using motion

0:34:14.920 --> 0:34:18.880
<v Speaker 1>capture technology, and they debuted at a Japanese consumer electronics show.

0:34:19.640 --> 0:34:23.400
<v Speaker 1>I watched this footage and I think Morey's distinction about

0:34:23.440 --> 0:34:27.920
<v Speaker 1>having different standards for motion and still images does apply

0:34:28.080 --> 0:34:31.319
<v Speaker 1>because while with the still image, I can't tell that's

0:34:31.360 --> 0:34:34.719
<v Speaker 1>not a real person, with the short animated clip, I can.

0:34:34.880 --> 0:34:36.680
<v Speaker 1>I can tell it's not a real person, but it's

0:34:36.680 --> 0:34:42.600
<v Speaker 1>still very very impressive, not as absolutely photo real as

0:34:42.640 --> 0:34:46.000
<v Speaker 1>the still images. But I don't know. I wonder to

0:34:46.080 --> 0:34:50.320
<v Speaker 1>what extent this gap is just um that motion animation

0:34:50.400 --> 0:34:53.480
<v Speaker 1>is a bigger technical project, it takes more investment and

0:34:53.560 --> 0:34:56.520
<v Speaker 1>money and all that, um, And to what extent the

0:34:56.520 --> 0:34:59.879
<v Speaker 1>gap is within the viewers mind essentially, to what ext

0:35:00.000 --> 0:35:02.520
<v Speaker 1>and it's caused by the fact that the climb out

0:35:02.520 --> 0:35:06.560
<v Speaker 1>of the uncanny valley is steeper if you're moving. Now.

0:35:06.600 --> 0:35:08.440
<v Speaker 1>I know we're not talking about robots here, but this,

0:35:08.480 --> 0:35:10.879
<v Speaker 1>of course, this brings up the thought that as where

0:35:10.960 --> 0:35:13.680
<v Speaker 1>as we attempt to conquer this in the realm of

0:35:13.880 --> 0:35:18.080
<v Speaker 1>humanoid robotics, you're gonna inevitably have situations where, oh, it

0:35:18.080 --> 0:35:20.200
<v Speaker 1>looks just like a person if it's walking down the street,

0:35:20.640 --> 0:35:23.640
<v Speaker 1>but if it climbs stairs. There you go. It's not

0:35:23.680 --> 0:35:26.960
<v Speaker 1>necessarily going to add to oh nine the lights in

0:35:27.000 --> 0:35:29.600
<v Speaker 1>the air, but maybe there would be something telling like, oh,

0:35:29.680 --> 0:35:31.520
<v Speaker 1>it looks like a human most of the time. But

0:35:31.560 --> 0:35:36.880
<v Speaker 1>they're gonna be certain movements, certain environmental reactions that are

0:35:36.920 --> 0:35:39.560
<v Speaker 1>just not going to hold up to scrutiny, right, So,

0:35:39.960 --> 0:35:42.240
<v Speaker 1>I don't know. Looking at these things, looking at Tarkan

0:35:42.520 --> 0:35:46.000
<v Speaker 1>in Rogue one, looking at Siah, I think it's clear

0:35:46.040 --> 0:35:49.680
<v Speaker 1>that we're getting closer and closer to really bridging the

0:35:49.719 --> 0:35:55.400
<v Speaker 1>gap on indistinguishable photo real humanity in computer animation. Whether

0:35:55.440 --> 0:35:58.040
<v Speaker 1>you'd call that an uncanny valley or not, obviously this

0:35:58.120 --> 0:36:01.239
<v Speaker 1>is a related but maybe different an issue. What we're

0:36:01.280 --> 0:36:05.040
<v Speaker 1>definitely drawing near is that peak of reality where there

0:36:05.040 --> 0:36:09.040
<v Speaker 1>are synthetically generated images of humans that you can't tell

0:36:09.200 --> 0:36:12.960
<v Speaker 1>from the real thing, and since things in the Uncanny

0:36:13.040 --> 0:36:15.239
<v Speaker 1>Valley are creepy, I think we usually just assume that

0:36:15.400 --> 0:36:19.200
<v Speaker 1>overcoming it is a good thing, right, like designs getting better? Uh.

0:36:19.239 --> 0:36:21.160
<v Speaker 1>In't it kind of cool that we can generate these

0:36:21.160 --> 0:36:25.200
<v Speaker 1>photo real images without without actually having to photograph someone.

0:36:26.040 --> 0:36:28.799
<v Speaker 1>But I'm not so sure that's a good thing. I

0:36:28.840 --> 0:36:31.160
<v Speaker 1>think we should maybe think about the implications of this,

0:36:31.320 --> 0:36:34.960
<v Speaker 1>like what would happen in the world where human simulations,

0:36:35.520 --> 0:36:39.960
<v Speaker 1>especially computer animation, can reliably climb up that second peak.

0:36:40.719 --> 0:36:42.480
<v Speaker 1>So we are going to take a quick break and

0:36:42.520 --> 0:36:49.440
<v Speaker 1>when we come back, we will go beyond the Uncanny Valley.

0:36:50.080 --> 0:36:52.120
<v Speaker 1>All right, we're back. You know, I'm glad you brought

0:36:52.160 --> 0:36:54.000
<v Speaker 1>up this idea of you know, is it a bad thing?

0:36:54.040 --> 0:36:56.120
<v Speaker 1>Is it a good thing? It does remind me of

0:36:56.160 --> 0:36:58.080
<v Speaker 1>a fabulous book that came out a few years back.

0:36:58.080 --> 0:36:59.960
<v Speaker 1>I think I just referenced it in our Sex Spots

0:37:00.040 --> 0:37:04.600
<v Speaker 1>episode titled The wind Up Girl by Paolo baglapi Um.

0:37:04.640 --> 0:37:08.680
<v Speaker 1>It's a near future science fiction tale, just really a

0:37:08.680 --> 0:37:12.000
<v Speaker 1>wonderful novel, very fun, but that the wind Up Girl

0:37:12.280 --> 0:37:16.920
<v Speaker 1>in question is a essentially a sex Spot character. It

0:37:16.960 --> 0:37:19.319
<v Speaker 1>goes you know, that ends up rebelling and you have

0:37:19.400 --> 0:37:22.319
<v Speaker 1>sort of a typical narrative with her, but they call

0:37:22.440 --> 0:37:26.439
<v Speaker 1>her a wind up girl because she's she's she's very

0:37:26.440 --> 0:37:29.600
<v Speaker 1>convincing as a humanoid, except that her skin pours are

0:37:29.640 --> 0:37:34.320
<v Speaker 1>too small and she has an intentionally herkey jerky movement

0:37:34.400 --> 0:37:38.000
<v Speaker 1>to uh to as she walks around. That they did

0:37:38.200 --> 0:37:41.080
<v Speaker 1>so that she could not be mistaken as a person.

0:37:41.920 --> 0:37:44.279
<v Speaker 1>So that so that apparently, like all the I think

0:37:44.320 --> 0:37:46.920
<v Speaker 1>they were called the new people, it's in some cases

0:37:47.120 --> 0:37:50.120
<v Speaker 1>so that the new people could not be mistaken for

0:37:50.200 --> 0:37:53.200
<v Speaker 1>the old people. Whoa It reminds me of how they

0:37:53.200 --> 0:37:57.920
<v Speaker 1>had to add artificial sounds to electric cars for safety purposes.

0:37:58.120 --> 0:38:00.840
<v Speaker 1>Because the cars are too quiet, they can really sneak

0:38:00.920 --> 0:38:02.759
<v Speaker 1>up on you from behind, so they had to make

0:38:02.840 --> 0:38:07.600
<v Speaker 1>them rumble a little bit. Yeah, I think that's an

0:38:07.600 --> 0:38:11.640
<v Speaker 1>app comparison. So here's a question for you, Robert, what

0:38:11.840 --> 0:38:16.120
<v Speaker 1>is the gold standard of evidence that somebody did something?

0:38:17.280 --> 0:38:20.440
<v Speaker 1>Imagine you're on a jury. I'm the defendant. I've been

0:38:20.440 --> 0:38:23.560
<v Speaker 1>accused of offering a cash bribe to a police officer

0:38:23.680 --> 0:38:25.880
<v Speaker 1>if she'll let me borrow her gun for five minutes.

0:38:26.600 --> 0:38:29.359
<v Speaker 1>She says, I did it. I plead not guilty. What

0:38:29.360 --> 0:38:32.240
<v Speaker 1>what's the best evidence to convince you that I really

0:38:32.280 --> 0:38:36.640
<v Speaker 1>did that. Well, it's not human memory, because if we've

0:38:36.680 --> 0:38:39.560
<v Speaker 1>touched on many times before, human memory is falliable and

0:38:39.800 --> 0:38:42.360
<v Speaker 1>and it's a legitimate problem when it comes to to

0:38:42.719 --> 0:38:47.120
<v Speaker 1>eyewitness testimony. But when the eyewitness is a video camera,

0:38:47.200 --> 0:38:50.680
<v Speaker 1>a digital camera that has a long photographic evidence as

0:38:50.719 --> 0:38:53.400
<v Speaker 1>well to certain degrees, like this has been held up

0:38:53.400 --> 0:38:56.520
<v Speaker 1>as the gold standard. I mean, assuming the footage is

0:38:56.560 --> 0:39:00.680
<v Speaker 1>clear enough that the individual's face is visible, all of that. Uh.

0:39:00.840 --> 0:39:03.759
<v Speaker 1>Like even in our science fiction, right, we have so

0:39:03.800 --> 0:39:06.960
<v Speaker 1>many examples of like on Star Trek, again, there would

0:39:06.960 --> 0:39:09.920
<v Speaker 1>be scenes where Picard would command it we zoom in

0:39:09.960 --> 0:39:12.920
<v Speaker 1>and enhance and it was never questioned that there were

0:39:12.920 --> 0:39:15.560
<v Speaker 1>any problems with the enhancing of the image. It was

0:39:15.600 --> 0:39:17.239
<v Speaker 1>just something that was done. It's like, oh, yeah, the

0:39:17.280 --> 0:39:19.120
<v Speaker 1>image is enhanced, and now we see exactly who the

0:39:19.160 --> 0:39:21.640
<v Speaker 1>killer is. Huh. So we should look at this this

0:39:21.760 --> 0:39:24.920
<v Speaker 1>booming new research field. I shouldn't say booming, I just

0:39:24.960 --> 0:39:29.680
<v Speaker 1>mean there are some papers on it, okay, called facial reenactment.

0:39:30.360 --> 0:39:32.480
<v Speaker 1>So this employs some of the same techniques that you

0:39:32.520 --> 0:39:36.479
<v Speaker 1>would see used in uh in studios. If if people

0:39:36.520 --> 0:39:39.040
<v Speaker 1>are doing motion capture for c g I characters In

0:39:39.080 --> 0:39:43.000
<v Speaker 1>movies and video games. You have an actor performer who

0:39:43.040 --> 0:39:45.719
<v Speaker 1>puts on special gear and a special environment surrounded by

0:39:45.800 --> 0:39:49.439
<v Speaker 1>lights and cameras, and the performer acts out motions. These

0:39:49.480 --> 0:39:53.359
<v Speaker 1>motions are captured from multiple angles and different lighting conditions,

0:39:53.760 --> 0:39:56.719
<v Speaker 1>and then they're translated by a computer into the motions

0:39:56.760 --> 0:39:58.600
<v Speaker 1>of a c g I character. You could make a

0:39:58.680 --> 0:40:01.239
<v Speaker 1>c g I me that was doing all the same

0:40:01.280 --> 0:40:05.440
<v Speaker 1>things I did with my body. But what if instead

0:40:05.440 --> 0:40:09.000
<v Speaker 1>of a c g I character you used captured motion

0:40:09.080 --> 0:40:13.880
<v Speaker 1>to manipulate existing video or images of a real person,

0:40:14.040 --> 0:40:17.800
<v Speaker 1>not a c g I character. This technology is already

0:40:17.800 --> 0:40:20.520
<v Speaker 1>in development today, and one example is the research being

0:40:20.560 --> 0:40:23.440
<v Speaker 1>done under the heading as I said, of facial reenactment.

0:40:23.440 --> 0:40:26.520
<v Speaker 1>There are a couple of papers along with accompanying video

0:40:26.600 --> 0:40:29.839
<v Speaker 1>demonstrations by a group of researchers based out of Stanford,

0:40:29.960 --> 0:40:33.279
<v Speaker 1>out of the Max Planck Institute for Informatics and the

0:40:33.400 --> 0:40:37.920
<v Speaker 1>University of Erlangen Nuremberg, and in their own words quote,

0:40:38.040 --> 0:40:41.040
<v Speaker 1>we present a method for the real time transfer of

0:40:41.160 --> 0:40:45.279
<v Speaker 1>facial expressions from an actor in a source video to

0:40:45.400 --> 0:40:49.120
<v Speaker 1>an actor in a target video, thus enabling the ad

0:40:49.160 --> 0:40:53.080
<v Speaker 1>hoc control of the facial expressions of the target actor.

0:40:54.239 --> 0:40:55.840
<v Speaker 1>And so if you haven't seen video of this, you

0:40:55.840 --> 0:40:59.600
<v Speaker 1>should look it up trying facial reenactment video. If you

0:40:59.680 --> 0:41:03.359
<v Speaker 1>have efficient sample video of your target, you can use

0:41:03.400 --> 0:41:08.240
<v Speaker 1>a regular camera to project new facial expressions, including mouth

0:41:08.320 --> 0:41:12.520
<v Speaker 1>movements which form the shapes of words, onto your your

0:41:12.560 --> 0:41:15.200
<v Speaker 1>target in your video. So I could take video of

0:41:15.320 --> 0:41:19.160
<v Speaker 1>Robert talking if I had all this technology, if I

0:41:19.160 --> 0:41:21.800
<v Speaker 1>could take video of Robert talking, and then I could

0:41:21.840 --> 0:41:26.040
<v Speaker 1>film myself saying Halloween five is the best entry in

0:41:26.080 --> 0:41:30.640
<v Speaker 1>the Halloween franchise, and then map that onto Robert's face

0:41:30.719 --> 0:41:33.719
<v Speaker 1>to make his lips say those words, to make his

0:41:33.880 --> 0:41:37.279
<v Speaker 1>face move along with my face as it's being recorded.

0:41:37.719 --> 0:41:40.879
<v Speaker 1>And in the demonstrations of this it looks nearly photo real.

0:41:40.960 --> 0:41:44.279
<v Speaker 1>They do it with with public figures, making them move

0:41:44.320 --> 0:41:47.839
<v Speaker 1>their faces around, move their lips to say things. In

0:41:47.880 --> 0:41:50.880
<v Speaker 1>some cases, I think the average observer already would not

0:41:51.040 --> 0:41:54.759
<v Speaker 1>be able to tell the difference in this video and

0:41:54.800 --> 0:41:57.160
<v Speaker 1>in fact that a similar thing appears to be happening

0:41:57.160 --> 0:41:59.839
<v Speaker 1>with voice. This thing you might have read about last

0:41:59.880 --> 0:42:02.200
<v Speaker 1>year of this thing Adobe Voco, where they came out

0:42:02.239 --> 0:42:05.040
<v Speaker 1>with this announcement that Adobe is working on software where

0:42:05.120 --> 0:42:07.680
<v Speaker 1>you can take a twenty minute sample of your audio

0:42:07.800 --> 0:42:10.040
<v Speaker 1>to learn from. If you've got a recording of somebody

0:42:10.120 --> 0:42:12.840
<v Speaker 1>talking for twenty minutes, I can take it, make a

0:42:12.880 --> 0:42:15.879
<v Speaker 1>recording of you saying things you never said in your

0:42:15.880 --> 0:42:19.800
<v Speaker 1>own voice. I wanna. I seem to remember that before

0:42:19.800 --> 0:42:22.920
<v Speaker 1>his death, Roger Ebert was involved with the project with

0:42:22.960 --> 0:42:25.360
<v Speaker 1>some of this technology. The idea of being that, of

0:42:25.360 --> 0:42:29.279
<v Speaker 1>course he had lost his his availability to talk due

0:42:29.320 --> 0:42:34.400
<v Speaker 1>to illness, but there was so much Roger Ebert audio

0:42:34.719 --> 0:42:36.560
<v Speaker 1>out there from all of his years as a as

0:42:36.600 --> 0:42:39.400
<v Speaker 1>a as a film critic and a TV personality that

0:42:39.440 --> 0:42:41.920
<v Speaker 1>they had this they had, they had everything they needed

0:42:42.280 --> 0:42:45.799
<v Speaker 1>to enable him to say anything new. Yeah, and that

0:42:45.800 --> 0:42:49.480
<v Speaker 1>that explores the totally non nefarious aspect of this. I mean,

0:42:49.520 --> 0:42:51.640
<v Speaker 1>I I don't think people who are pursuing these lines

0:42:51.680 --> 0:42:54.279
<v Speaker 1>of research are just trying to create a world where

0:42:54.320 --> 0:42:57.680
<v Speaker 1>we can fake video evidence of things. But wouldn't that

0:42:57.680 --> 0:42:59.960
<v Speaker 1>be a wonderful thing for somebody who lost their capacity

0:43:00.040 --> 0:43:02.759
<v Speaker 1>for speech they had recordings of their voice to be

0:43:02.800 --> 0:43:05.840
<v Speaker 1>able to create a text to speech voice box that

0:43:05.880 --> 0:43:10.600
<v Speaker 1>could speak with their own voice. That's amazing, that's kind

0:43:10.600 --> 0:43:15.240
<v Speaker 1>of beautiful. But there are these other ways of looking

0:43:15.239 --> 0:43:17.879
<v Speaker 1>at this, and the authors also that they point out that,

0:43:18.080 --> 0:43:20.719
<v Speaker 1>you know, they they in their own defense, they're like, look,

0:43:20.760 --> 0:43:22.680
<v Speaker 1>we're not trying to create a world where people can

0:43:22.719 --> 0:43:25.319
<v Speaker 1>fake video. We also try to show how you can

0:43:25.360 --> 0:43:28.840
<v Speaker 1>detect altered video. So that's another thing they're trying to

0:43:28.880 --> 0:43:31.440
<v Speaker 1>explore and make public because you know, they're not the

0:43:31.480 --> 0:43:34.520
<v Speaker 1>only people pursuing this research. Obviously, people all over the

0:43:34.520 --> 0:43:38.200
<v Speaker 1>place are doing stuff like this, and stuff like this

0:43:38.239 --> 0:43:39.960
<v Speaker 1>has been in the use, has been in use in

0:43:40.000 --> 0:43:42.879
<v Speaker 1>the movie industry for years. Yeah, I mean it makes

0:43:42.880 --> 0:43:44.440
<v Speaker 1>me think that what you would need to go for

0:43:44.680 --> 0:43:47.319
<v Speaker 1>is the equivalent of a water mark. I don't know

0:43:47.360 --> 0:43:50.200
<v Speaker 1>exactly what that watermark would be and what form it

0:43:50.239 --> 0:43:53.279
<v Speaker 1>would take, but it does make me think, well, we're

0:43:53.320 --> 0:43:55.440
<v Speaker 1>going to reach a point where any kind of footage

0:43:55.440 --> 0:43:59.680
<v Speaker 1>has to have the watermark of authenticity, otherwise doubt will

0:43:59.719 --> 0:44:04.520
<v Speaker 1>be asked upon it. Yeah, I'm concerned about the idea

0:44:04.560 --> 0:44:07.600
<v Speaker 1>of living in a world where you can make very

0:44:07.680 --> 0:44:12.960
<v Speaker 1>convincing looking fake video evidence of things, and not just

0:44:13.080 --> 0:44:16.160
<v Speaker 1>because of the specific example of somebody can make a

0:44:16.280 --> 0:44:18.840
<v Speaker 1>video of me or somebody I like, you know, saying

0:44:18.920 --> 0:44:21.480
<v Speaker 1>or doing something that they didn't do. It's not just

0:44:21.560 --> 0:44:25.680
<v Speaker 1>the specifics, it's the general degrading of our trust in

0:44:25.719 --> 0:44:29.960
<v Speaker 1>the ability to look at things and know that they're true. Yeah.

0:44:30.000 --> 0:44:32.680
<v Speaker 1>I mean, we look at the current news cycle and

0:44:32.680 --> 0:44:36.120
<v Speaker 1>there's been a lot of discussion about the reliability of information,

0:44:36.239 --> 0:44:40.799
<v Speaker 1>of so called fake news, the idea that you read,

0:44:40.920 --> 0:44:43.520
<v Speaker 1>do you reach this point where nobody knows what to

0:44:43.560 --> 0:44:46.480
<v Speaker 1>trust anymore? Set of just trusting nothing? And you already

0:44:46.520 --> 0:44:49.440
<v Speaker 1>know this because you don't trust any weird looking picture

0:44:49.560 --> 0:44:51.759
<v Speaker 1>of somebody you see, right, because you know what can

0:44:51.800 --> 0:44:54.920
<v Speaker 1>be done with photoshop. We're already there with still images.

0:44:55.080 --> 0:44:59.600
<v Speaker 1>Photoshop is is basically in many contexts become a verb

0:45:01.040 --> 0:45:04.359
<v Speaker 1>for for the the distortion of truth. But what what

0:45:04.440 --> 0:45:08.880
<v Speaker 1>if we had photoshop to undermine moving video evidence to

0:45:08.920 --> 0:45:13.359
<v Speaker 1>the same extent that photoshop has undermined still images. I mean,

0:45:13.400 --> 0:45:15.560
<v Speaker 1>this is what a lot of these viral fake news

0:45:15.560 --> 0:45:17.920
<v Speaker 1>stories are based on, is a photoshopped image. If you

0:45:17.960 --> 0:45:20.520
<v Speaker 1>go to Snopes or something and you look at what

0:45:20.600 --> 0:45:22.759
<v Speaker 1>a lot a lot of what they're debunking is, it's

0:45:22.840 --> 0:45:25.640
<v Speaker 1>just an image that claims to be real of somebody

0:45:25.680 --> 0:45:28.480
<v Speaker 1>doing something, and they have to track down where it

0:45:28.520 --> 0:45:33.040
<v Speaker 1>came from Yeah, it's difficult to imagine what that what

0:45:33.080 --> 0:45:35.840
<v Speaker 1>would slash will be like when we reach that point

0:45:35.880 --> 0:45:39.640
<v Speaker 1>to where there's where where video even digital footage is

0:45:39.680 --> 0:45:41.520
<v Speaker 1>no longer the gold standard it was. I mean, I

0:45:41.600 --> 0:45:46.880
<v Speaker 1>think it's actually a very important project to maintain a

0:45:47.040 --> 0:45:51.920
<v Speaker 1>version of the Uncanny Valley, to to help people find

0:45:51.960 --> 0:45:55.839
<v Speaker 1>a way to all to separate real video evidence from

0:45:55.840 --> 0:45:58.920
<v Speaker 1>fake video evidence of things, to understand that there are

0:45:58.920 --> 0:46:01.800
<v Speaker 1>things you can look for that separate real moving imagery

0:46:01.920 --> 0:46:05.400
<v Speaker 1>from falsified or synthetic moving imagery. Now, one way you

0:46:05.400 --> 0:46:08.960
<v Speaker 1>can approach this is to do what the authors of

0:46:08.960 --> 0:46:11.279
<v Speaker 1>this research I was talking about do is they say, look,

0:46:11.480 --> 0:46:15.160
<v Speaker 1>here are things that are are signs that video has

0:46:15.200 --> 0:46:18.719
<v Speaker 1>been manipulated. And that's one thing. And maybe there will

0:46:18.760 --> 0:46:20.720
<v Speaker 1>be a lot of experts on this in the future,

0:46:20.800 --> 0:46:23.040
<v Speaker 1>Like it could be a whole field of people who

0:46:23.080 --> 0:46:27.919
<v Speaker 1>are just there to have expertise in authenticating purportedly real

0:46:28.040 --> 0:46:31.960
<v Speaker 1>video of you doing things or not. Uh. Then on

0:46:32.000 --> 0:46:35.719
<v Speaker 1>the other hand, we could hope that there is in

0:46:35.880 --> 0:46:40.400
<v Speaker 1>fact an adaptive response in our discernment in general. And

0:46:40.400 --> 0:46:42.800
<v Speaker 1>this is where I want to go to the concept

0:46:42.840 --> 0:46:47.279
<v Speaker 1>of an of the uncanny Wall. So paper in the

0:46:47.320 --> 0:46:51.640
<v Speaker 1>International Journal of Arts and Technology, authored by Tinwell Grimshawn

0:46:51.719 --> 0:46:56.280
<v Speaker 1>Williams offers this interesting counter hypothesis to the Uncanny Valley.

0:46:56.320 --> 0:46:59.240
<v Speaker 1>And I want to emphasize again we've sort of shifted

0:46:59.239 --> 0:47:01.920
<v Speaker 1>back and forth betwe in the Uncanny Valley itself in

0:47:02.000 --> 0:47:05.960
<v Speaker 1>terms of what causes negative affinity, and then over slightly

0:47:06.160 --> 0:47:08.960
<v Speaker 1>just to the issue of nearing photo realism or not.

0:47:09.120 --> 0:47:12.239
<v Speaker 1>So keep in mind the difference in those subjects. But

0:47:13.920 --> 0:47:17.680
<v Speaker 1>they proposed this idea of the uncanny wall. To put

0:47:17.680 --> 0:47:23.239
<v Speaker 1>it succinctly, they proposed that quote, increasing technological sophistication in

0:47:23.320 --> 0:47:27.880
<v Speaker 1>the creation of realism for humanlike virtual characters is matched

0:47:28.480 --> 0:47:33.040
<v Speaker 1>by increasing technological discernment on the part of the viewer.

0:47:33.800 --> 0:47:38.320
<v Speaker 1>In other words, as humanoid characters become more real, our

0:47:38.400 --> 0:47:42.799
<v Speaker 1>standards for what looks realistic go up. And I do

0:47:42.880 --> 0:47:46.799
<v Speaker 1>think they're just anecdotally personally that I think there's some

0:47:46.880 --> 0:47:48.920
<v Speaker 1>support for this, and I kind of hope this is

0:47:48.920 --> 0:47:52.520
<v Speaker 1>true so we can avoid this world where all video

0:47:52.560 --> 0:47:55.960
<v Speaker 1>evidence is in question. Because I immediately think, right now,

0:47:56.000 --> 0:48:00.480
<v Speaker 1>I've got I've got antennae for photoshopped images, unlike had

0:48:00.520 --> 0:48:04.040
<v Speaker 1>ten years ago. I think stuff that would look obviously

0:48:04.160 --> 0:48:07.479
<v Speaker 1>photoshop to me today would have fooled me ten years ago.

0:48:07.760 --> 0:48:11.480
<v Speaker 1>I think I've simply adapted. And another thing is it

0:48:11.520 --> 0:48:13.560
<v Speaker 1>makes me flashback to the early days of c g

0:48:13.680 --> 0:48:17.040
<v Speaker 1>I in movies and like the thirty two bit video

0:48:17.160 --> 0:48:21.759
<v Speaker 1>game era, or think about like PlayStation one games and

0:48:21.880 --> 0:48:24.800
<v Speaker 1>back then. I remember looking at games for the original

0:48:24.840 --> 0:48:29.920
<v Speaker 1>PlayStation and thinking, wow, that looks so real. And you

0:48:29.960 --> 0:48:31.960
<v Speaker 1>try and play him now and it's painful. Yeah, you

0:48:32.000 --> 0:48:36.799
<v Speaker 1>can't blocky polygons. People's faces have all these sharp corners.

0:48:36.960 --> 0:48:40.880
<v Speaker 1>It's it's hilarious. Uh, there was some kind of geometrical

0:48:41.120 --> 0:48:44.360
<v Speaker 1>nightmare world everything was taking place in where there's just

0:48:45.080 --> 0:48:48.240
<v Speaker 1>lots of sharp angles. But at the time it looked

0:48:48.360 --> 0:48:50.839
<v Speaker 1>so real to me. And another fun trick is go

0:48:50.920 --> 0:48:53.839
<v Speaker 1>back and read movie reviews for movies with bad c

0:48:53.960 --> 0:48:58.359
<v Speaker 1>g I from the nineties. Professional movie reviewers at the time,

0:48:58.400 --> 0:49:02.160
<v Speaker 1>we're often praising the X. One example is like the

0:49:02.239 --> 0:49:05.960
<v Speaker 1>Mortal Kombat movie, the original Mortal Kombat movie. Remember this.

0:49:06.280 --> 0:49:08.799
<v Speaker 1>You can find reviews at the time where people are like, well,

0:49:08.840 --> 0:49:13.279
<v Speaker 1>the stories then an immature but dazzling special effects. Now

0:49:13.360 --> 0:49:17.799
<v Speaker 1>even mentioning those special effects conjures a kind of delirious hilarity.

0:49:17.880 --> 0:49:20.160
<v Speaker 1>You just start laughing when you think about the c

0:49:20.280 --> 0:49:23.480
<v Speaker 1>G I in Mortal Kombat. But that being said, the

0:49:23.480 --> 0:49:27.640
<v Speaker 1>GOA puppet was above reproach, really good. It did have

0:49:27.719 --> 0:49:31.799
<v Speaker 1>kind of nasty beady eyes, kind of crypt keeper ask. Yeah,

0:49:31.960 --> 0:49:34.400
<v Speaker 1>oh yeah, it was like a very It was like

0:49:34.440 --> 0:49:40.120
<v Speaker 1>a bloated, buffed up crypt kicker. But yeah, it's so

0:49:40.280 --> 0:49:43.840
<v Speaker 1>ugly it provokes uncontrollable laughter. But at the time people

0:49:43.880 --> 0:49:47.680
<v Speaker 1>were like, dazzling, looks amazing. Uh. So it makes me

0:49:47.719 --> 0:49:51.320
<v Speaker 1>think that I hope that there is something to this,

0:49:51.320 --> 0:49:55.360
<v Speaker 1>this idea that these authors have that as things continue

0:49:55.400 --> 0:49:59.120
<v Speaker 1>to chase photo realism, as synthetic imagery of humans gets

0:49:59.160 --> 0:50:01.799
<v Speaker 1>closer and closer to the real thing, we just get

0:50:01.880 --> 0:50:06.920
<v Speaker 1>more and more attuned to the minute problems with them

0:50:06.960 --> 0:50:11.279
<v Speaker 1>with them and never really get fully fooled. Well. I

0:50:11.320 --> 0:50:14.640
<v Speaker 1>have two thoughts here, One on the whole water mark thing.

0:50:14.640 --> 0:50:17.080
<v Speaker 1>Maybe it would be some sort of a Bitcoin type

0:50:17.120 --> 0:50:21.120
<v Speaker 1>of authentication system that would be in place. Uh. The

0:50:21.560 --> 0:50:23.720
<v Speaker 1>other is maybe you have to go beyond the real

0:50:24.080 --> 0:50:26.239
<v Speaker 1>maybe safe for a head of state to appear in

0:50:26.239 --> 0:50:29.600
<v Speaker 1>a video and it'd be authentic. They have to appear

0:50:29.800 --> 0:50:33.880
<v Speaker 1>as an as a computer generated avatar so advanced than

0:50:33.960 --> 0:50:36.920
<v Speaker 1>it is that it is beyond the ability of any

0:50:37.120 --> 0:50:41.360
<v Speaker 1>like non state production or company to create like something

0:50:41.800 --> 0:50:45.359
<v Speaker 1>I'm I'm something that at this point in what would

0:50:45.360 --> 0:50:47.719
<v Speaker 1>be their past, I cannot even conceive of, like a

0:50:48.000 --> 0:50:51.160
<v Speaker 1>I don't know, like a five dimensional unfolding c g

0:50:51.440 --> 0:50:55.200
<v Speaker 1>I god being, because how he's going to fake that?

0:50:55.239 --> 0:50:57.480
<v Speaker 1>You can fake a person, but good luck faking the

0:50:57.760 --> 0:51:01.680
<v Speaker 1>fifth dimension hole of avatar or a fish new Okay,

0:51:01.680 --> 0:51:05.640
<v Speaker 1>like like the algorithms for faking a person with a

0:51:05.640 --> 0:51:11.040
<v Speaker 1>lot of photo and and audio visual cues to sample from.

0:51:11.080 --> 0:51:12.600
<v Speaker 1>If you've got a lot of footage out there, you

0:51:12.600 --> 0:51:16.280
<v Speaker 1>could simulate that person, But you couldn't simulate this brand

0:51:16.280 --> 0:51:20.680
<v Speaker 1>new creation that is it requires you know, supercomputers to generate.

0:51:20.800 --> 0:51:22.600
<v Speaker 1>And yeah, and it was probably built from the bottom

0:51:22.719 --> 0:51:26.439
<v Speaker 1>up with completely alien physiology and movements. Just a thought.

0:51:26.520 --> 0:51:28.799
<v Speaker 1>That's kind of a crazy idea, but I like it. Well,

0:51:28.840 --> 0:51:31.480
<v Speaker 1>that's what I'm here for with the crazy ideas. I

0:51:31.520 --> 0:51:33.960
<v Speaker 1>don't know, have you got anything else, Robert, any anything

0:51:34.000 --> 0:51:35.799
<v Speaker 1>else you can think of to save us from the

0:51:35.800 --> 0:51:39.719
<v Speaker 1>future of uh synthetic human imagery? Oh? You know, I

0:51:39.719 --> 0:51:41.480
<v Speaker 1>could sit around here all day and talk about c

0:51:41.600 --> 0:51:45.240
<v Speaker 1>g I, monsters and UH and Uncanny Valley and films

0:51:45.239 --> 0:51:47.520
<v Speaker 1>and video games and whatnot. But you don't have to

0:51:47.760 --> 0:51:49.640
<v Speaker 1>what to save that for another time. Maybe save some

0:51:49.719 --> 0:51:52.960
<v Speaker 1>of it for trailer talk, which will If you're listening

0:51:52.960 --> 0:51:54.799
<v Speaker 1>to this on a Thursday, hopefully you can tune in

0:51:54.800 --> 0:51:58.680
<v Speaker 1>tomorrow around eleven am on our Facebook page. I like

0:51:58.719 --> 0:52:00.719
<v Speaker 1>our Facebook page. While you're at it, follow us there,

0:52:00.760 --> 0:52:04.000
<v Speaker 1>but tune into a little discussion of trailers that are

0:52:04.040 --> 0:52:07.760
<v Speaker 1>associated with the Uncanny Valley. Oh yeah, And in the meantime,

0:52:07.960 --> 0:52:09.719
<v Speaker 1>heading over to stuff to Blow your Mind dot com.

0:52:09.719 --> 0:52:12.560
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0:52:12.640 --> 0:52:15.960
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0:52:21.880 --> 0:52:23.680
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0:52:23.760 --> 0:52:26.760
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0:52:27.000 --> 0:52:38.880
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0:52:39.080 --> 0:52:41.600
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0:52:41.600 --> 0:53:02.200
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