WEBVTT - From the Vault: Into 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 is

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<v Speaker 1>time to enter the vault. Because it is Saturday, time

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<v Speaker 1>to go into the archives for an old episode of

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<v Speaker 1>Stuff to Blow Your Mind. This time we wanted to

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<v Speaker 1>revisit our original exploration of the Uncanny Valley. This was

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<v Speaker 1>a two part episode U Part one was originally published

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<v Speaker 1>April four. I think back on this episode a good bid. Actually,

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<v Speaker 1>I guess I encounter a lot of strange almost their

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<v Speaker 1>simulations of the human likeness. Yeah, yeah, this one, this

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<v Speaker 1>one is one that that I think back to a

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<v Speaker 1>lot as well, just because, yeah, you're always encountering some

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<v Speaker 1>imperfect digital recreations of a human likeness, and then we

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<v Speaker 1>have to sort out how we feel about it, but

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<v Speaker 1>also how we've perhaps been conditioned to feel about it

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<v Speaker 1>just by knowing about, uh, the idea of the Uncanny Valley.

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<v Speaker 1>So yeah, this is gonna first of two episodes of

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<v Speaker 1>this episode is Into the Uncanny Valley, originally published April four,

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<v Speaker 1>and then in the subsequent episode, we're going to go

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<v Speaker 1>Beyond the Uncanny Valley. Welcome to Stuff to Blow Your

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<v Speaker 1>Mind from how stuff Works dot Com. Hey, welcome to

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<v Speaker 1>Stuff to Blow your Mind. My name is Robert Lamb

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<v Speaker 1>and I'm Joe McCormick. And Robert, I want to take

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<v Speaker 1>you back to a conversation we had. I think it

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<v Speaker 1>was last December. It was right after I went to

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<v Speaker 1>see the new, the most recent Star Wars movie, Rogue one.

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<v Speaker 1>Oh yes, uh, And I am on the cusp, the

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<v Speaker 1>very cusp of seeing it myself and waiting for it

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<v Speaker 1>to become rent rental options. So oh it's not yet.

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<v Speaker 1>Still got still a week or two out. So has

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<v Speaker 1>everything been spoiled for you so far? No? People have

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<v Speaker 1>been a little um cooler on this one. Um. I

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<v Speaker 1>think some things are probably spoiled for me, but not

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<v Speaker 1>like that last one where every just really felt the

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<v Speaker 1>need to, you know, just lay it all out on

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<v Speaker 1>social media. Let me let me spoil one thing for

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<v Speaker 1>you here and they go to space and there's a

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<v Speaker 1>war there. Yeah, stars among the stars. But there is

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<v Speaker 1>one thing in the movie. Okay, so mild spoiler for

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<v Speaker 1>Rogue one coming out. It's something that probably everybody already knows.

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<v Speaker 1>It's also not really about the content of the movie,

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<v Speaker 1>but just about which characters you see. But if you

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<v Speaker 1>are ready, are you ready for the mild spoiler? Okay,

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<v Speaker 1>we get to see if you remember back to the

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<v Speaker 1>original Star Wars. Back go back to the seventies. Peter

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<v Speaker 1>Cushing as Grand mof Tarkin, the guy who was in

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<v Speaker 1>fact Darth Vader's boss on the Star Him. Yeah, he's

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<v Speaker 1>enough of this, Vada release him. And we love Peter

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<v Speaker 1>Cushing because he was in all these old monster movies.

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<v Speaker 1>He goes back to the Hammer movies. He was. He

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<v Speaker 1>was Dr Frankenstein, like the villainous Dr Frankenstein of the

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<v Speaker 1>Hammer films. And he I think was the hero of

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<v Speaker 1>the version of the Mummy that has Christopher Lee as

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<v Speaker 1>as the Mummy. Uh, the one. I've got the poster

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<v Speaker 1>for it in the House six up. It's the Belgian posters,

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<v Speaker 1>so it's La Malediction de Feron. But yeah, so Peter

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<v Speaker 1>Cushing was the original Grand mof Tarkan, this bad Empire

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<v Speaker 1>guy who was Darth Vader's boss. And the thing they

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<v Speaker 1>do in the New Rogue One is they bring him back.

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<v Speaker 1>He's dead, he has passed away. This movie takes place

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<v Speaker 1>a little bit before the original Star Wars is supposed

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<v Speaker 1>to have taken place. But they bring this character back

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<v Speaker 1>and they have an actor stand in as him, but

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<v Speaker 1>it's not just a recast role. They try to make

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<v Speaker 1>it look as if this is Peter Cushing standing here

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<v Speaker 1>delivering the lines with c g I. And this is

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<v Speaker 1>an odd choice because all right, so you're gonna have

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<v Speaker 1>Darth Vader in there, that's easy to do. Darth Vader

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<v Speaker 1>is a dude in a suit, voiced by James Earl Jones.

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<v Speaker 1>James Earl Jones is still alive, so you can check

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<v Speaker 1>that one off the list. But Grandma Tarkin, like you said, uh,

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<v Speaker 1>the actor is dead. So it seems to me like

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<v Speaker 1>the first easiest thing to do is just don't have

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<v Speaker 1>those scenes. If you know it's going to be ablematic,

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<v Speaker 1>don't even mess with it. Or um, just use an

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<v Speaker 1>actual living actor such as Wayne Pigram who played him

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<v Speaker 1>in Revenge of the Sith. Or go with Ben Cross,

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<v Speaker 1>who's another actor that I've seen over the years brought

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<v Speaker 1>up as potential Tarkan casting, or head go with Ralph Finds, Like,

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<v Speaker 1>clearly you have the money to throw down the well

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<v Speaker 1>of expensive c g I equipment, Just go ahead and

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<v Speaker 1>hire Ralph Finds. I know he's pricey, but he's great

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<v Speaker 1>and it's consummate evil Brett. Yeah, he even kind of

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<v Speaker 1>looks like a younger Peter Cushing. He's got that same

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<v Speaker 1>kind of angular face, like the thin long face with

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<v Speaker 1>the jaw and the scowl. It's all there. And it's

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<v Speaker 1>not like fans of various franchise are not clearly cool

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<v Speaker 1>with recasting. It's not like we're gonna be thrown into,

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<v Speaker 1>you know, a traumatic spin, because you can look to

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<v Speaker 1>a Game of Thrones, James Bond, Twilight, Harry Potter, etcetera,

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<v Speaker 1>like we we get it. We can roll with a recast. Now.

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<v Speaker 1>I want to go into completely different directions thinking about

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<v Speaker 1>this c g I grandmof Tarken. One is that I

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<v Speaker 1>didn't like it in the movie. Okay, I saw it

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<v Speaker 1>and I was just like, I don't want this. It

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<v Speaker 1>pulled me out of the movie. It made me stop

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<v Speaker 1>being in the story and just thinking about how did

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<v Speaker 1>they do that? I don't On one hand, it looked

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<v Speaker 1>great like when you see the movie, I think he

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<v Speaker 1>will kind of have to agree. It's unless I'm missing something.

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<v Speaker 1>It's the best c g I simulation of a real

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<v Speaker 1>person that I've ever seen. Like it looks amazing, but

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<v Speaker 1>it still looks not quite good enough that I can

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<v Speaker 1>just accept it and go with it. I kept continually thinking, like,

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<v Speaker 1>what am I looking at? It's almost really him, but

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<v Speaker 1>it's not quite really him, and it made me feel icky.

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<v Speaker 1>So in this it made you to send into what

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<v Speaker 1>we've come to know as a as a as a

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<v Speaker 1>species as the Uncanny Valley. Right, So today is going

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<v Speaker 1>to be the first of two episodes we want to

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<v Speaker 1>do about the Uncanny Valley, and this first one we

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<v Speaker 1>wanted to descend into the Uncanny Valley, but not us

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<v Speaker 1>talk about it in terms of the standard pop culture phenomenon,

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<v Speaker 1>because this is one of those side tech concepts that

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<v Speaker 1>is totally filtered down into the mainstream. Everybody talks about

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<v Speaker 1>the Uncanny Valley. It's a totally normal, ground level pop

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<v Speaker 1>culture phenomenon now, especially with as much bad C. G

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<v Speaker 1>I as we encounter in the movies. But there it's

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<v Speaker 1>also a scientific field of study. It's something that people

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<v Speaker 1>are looking into with empirical research to try to figure

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<v Speaker 1>out does it really exist, If it does really exist,

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<v Speaker 1>what causes it, what can be done about it. So

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<v Speaker 1>we want to look at it from both of these

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<v Speaker 1>angles today, Right, so we should probably roll through some

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<v Speaker 1>just fun examples of this. We're gonna try and not

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<v Speaker 1>to go too long on this. If we do, we'll

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<v Speaker 1>cut it and save it for trailer talk. Either way,

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<v Speaker 1>we'll probably do a Facebook live trailer talk on an

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<v Speaker 1>upcoming Friday about some of these movies. Okay, so I

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<v Speaker 1>want to go back to a much earlier experience for me, Robert,

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<v Speaker 1>did you see The Mummy Returns in two thousand one?

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<v Speaker 1>Remember this one? I don't think I saw The Mummy Returns.

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<v Speaker 1>I saw the Money and I remember digging it at

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<v Speaker 1>the time, but not not the old hammer one or

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<v Speaker 1>the universal one. You know, the Yeah, the the re

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<v Speaker 1>the reboot of the Money. Is his name, Brendan Fraser. Yeah,

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<v Speaker 1>and what Arnold Vosslo? Yeah he was he. I I

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<v Speaker 1>enjoyed him as they kind of brought in some of

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<v Speaker 1>these aspects of the tragic Mummy figure, which I liked. Yeah, yeah, yeah, okay.

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<v Speaker 1>But in two thousand one we got the Scorpion King.

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<v Speaker 1>This is a character that appears in the Mummy Returns

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<v Speaker 1>and he's pretty much if you want to picture it

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<v Speaker 1>if you haven't seen the movie, actually you should look

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<v Speaker 1>up video of this. We're gonna tell you to go

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<v Speaker 1>look up images and video quite a few times in

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<v Speaker 1>these episodes because some visual aids will help. But if

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<v Speaker 1>you want to picture it, picture the concept of a centaur,

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<v Speaker 1>except replace the horse parts with scorpion parts and some

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<v Speaker 1>other random arthropod bits, and the man part on top

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<v Speaker 1>is Dwayne the Rock Johnson, except it's not Dwayne the

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<v Speaker 1>Rock Johnson. There's a there's a bit of a problem

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<v Speaker 1>with the rocks. So the corpion Scorpion, the Scorpion King,

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<v Speaker 1>scuttles into action in the film, and you can tell

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<v Speaker 1>immediately something is wrong because it's not just the rock.

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<v Speaker 1>It's this c g I upper body designed to look

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<v Speaker 1>like the rock. It's supposed to be him, but it

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<v Speaker 1>doesn't look right. It looks like somebody took the rock,

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<v Speaker 1>skinned him, and then took the skin suit and then

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<v Speaker 1>boiled it and then maybe ironed it and rubbed it

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<v Speaker 1>down with wax, and then stretched it over somebody else,

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<v Speaker 1>like a bald Crispin Glover wearing a waxed up the

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<v Speaker 1>rock suit. And and that would be fine if that's

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<v Speaker 1>what they were going for, But I guess the disconnect

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<v Speaker 1>here is that clearly they wanted this to be like

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<v Speaker 1>the Rock as a scorpion center and not this um

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<v Speaker 1>creepy in human above the nation that you've described, right,

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<v Speaker 1>And it's sort of I guess works because it's okay

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<v Speaker 1>if he's creepy, because he's a monster. But he was

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<v Speaker 1>creepy in a way that he clearly wasn't supposed to be.

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<v Speaker 1>It wasn't just that, oh he's a monster. He looks weird.

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<v Speaker 1>Something looked wrong with him. And this was at a

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<v Speaker 1>time when computer generated animations were hot, right two thousand one.

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<v Speaker 1>They seem to be getting better all the time, and

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<v Speaker 1>yet they were terrible producing these characters that were not

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<v Speaker 1>only not convincingly human, they were literally physically unpleasant to

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<v Speaker 1>look at. They were repulsive. Yeah, it was a period

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<v Speaker 1>when everyone was just foolishly optimistic about what we could

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<v Speaker 1>achieve with c g I, and you know, into in

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<v Speaker 1>in a sense, maybe that hasn't gone away. We're still

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<v Speaker 1>very the Rogue one example, Like, clearly everyone was very

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<v Speaker 1>optimistic about how great this looked, and even though to

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<v Speaker 1>your point, it does look great, but within the context

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<v Speaker 1>of the film, something doesn't quite work. Yeah, I would say,

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<v Speaker 1>now for some people we can get into this more.

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<v Speaker 1>I think, especially in the next episode when we then

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<v Speaker 1>the next one, we want to try to go beyond

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<v Speaker 1>the valley, the Uncanny Valley. But I will say at

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<v Speaker 1>this point, for some people, Tarkan was not over the

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<v Speaker 1>line or under the line. I don't know where you

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<v Speaker 1>put the line. But for for some people it worked,

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<v Speaker 1>and I do think that's an interesting thing to acknowledge

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<v Speaker 1>that while for me I I experience this, uh, not

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<v Speaker 1>to the same extent as the Scorpion King, but a

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<v Speaker 1>kind of Scorpion King revulsion, not everybody did. Now, one

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<v Speaker 1>thing about Tarkan is that the Tarkan c Jack character

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<v Speaker 1>is correct me if I'm wrong, because I have not

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<v Speaker 1>seen it myself yet. But he is interacting with human

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<v Speaker 1>actors in this in his scenes, Yeah, I think, so okay,

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<v Speaker 1>or at least he's in a film with other human actors,

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<v Speaker 1>even if he's not sharing the exact same scene with them.

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<v Speaker 1>So you might think, well, if you just had a

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<v Speaker 1>movie just full of brilliant looking Tarkins, maybe it would

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<v Speaker 1>be okay. And maybe it would But some of the

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<v Speaker 1>classic examples of Uncanny Valley happened to be films that

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<v Speaker 1>are filled with nothing but c g I characters. Yeah,

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<v Speaker 1>how about one from the same year as The mom

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<v Speaker 1>of Your Turns two thousand one, if you go back

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<v Speaker 1>to Oh yes, Final Fantasy, The Spirits Within, I remember

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<v Speaker 1>kind of liking it. I do too. It was a

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<v Speaker 1>film that I think I kind of half watched, half

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<v Speaker 1>worked on, like some just college course workers something. It

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<v Speaker 1>was just on in the background and and maybe that

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<v Speaker 1>was the right level of immersion in it. But I

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<v Speaker 1>remember digging it. But at the same time, there are

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<v Speaker 1>a lot of dead puppet eyes in this movie. Oh yeah,

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<v Speaker 1>and it's so I saw it at the time. I

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<v Speaker 1>remember having mixed feelings about the animation, like in some senses,

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<v Speaker 1>I remember thinking, Wow, that looks so cool. That again

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<v Speaker 1>may have been a product of its time. We can

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<v Speaker 1>talk about that more, how our expectations changes things go on.

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<v Speaker 1>But also I don't know. There were multiple things wrong

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<v Speaker 1>with that movie, one of which being that the last

0:11:31.320 --> 0:11:34.120
<v Speaker 1>line of spoken dialogue in the movie, as a friend

0:11:34.120 --> 0:11:39.480
<v Speaker 1>of mine pointed out at the time, was oh it's warm.

0:11:39.600 --> 0:11:42.520
<v Speaker 1>Well I can I don't remember the line, so I

0:11:42.520 --> 0:11:45.200
<v Speaker 1>can't speak to it how well it landed, But I

0:11:45.360 --> 0:11:48.720
<v Speaker 1>can see that being a problem. Role credits Now. Another

0:11:48.760 --> 0:11:51.560
<v Speaker 1>big one, this came out just three years later, is

0:11:51.679 --> 0:11:54.679
<v Speaker 1>of course, The Polar Express. Now, when people talk about

0:11:54.679 --> 0:11:56.920
<v Speaker 1>the Uncanny Valley these days, i'd say this is a

0:11:56.960 --> 0:11:59.480
<v Speaker 1>top three mentioned. Yeah, this is one of the defining

0:11:59.600 --> 0:12:02.960
<v Speaker 1>nightmare of our time now based on a wonderful children's

0:12:02.960 --> 0:12:05.679
<v Speaker 1>book about the magic of Christmas time. Yeah, the book

0:12:05.720 --> 0:12:08.400
<v Speaker 1>is wonderful, but it's certainly one of these examples. If

0:12:08.400 --> 0:12:10.680
<v Speaker 1>you take a very brief children's book and you try

0:12:10.679 --> 0:12:14.520
<v Speaker 1>and adapt it into a feature length motion picture, that's

0:12:14.640 --> 0:12:17.840
<v Speaker 1>very difficult to do. In fact, I'm really grasping for

0:12:17.840 --> 0:12:20.760
<v Speaker 1>an example where anybody actually pulled it off. Like, the

0:12:20.800 --> 0:12:23.920
<v Speaker 1>best adaptations of children's books that come to mind are

0:12:23.960 --> 0:12:28.760
<v Speaker 1>all very short, very short films. Generally, I'm thinking of

0:12:29.240 --> 0:12:33.720
<v Speaker 1>Dr Seus's adaptations from the seventies and eighties, not The

0:12:33.760 --> 0:12:37.840
<v Speaker 1>Polar Express, which is just an exercise in psychic trauma

0:12:37.960 --> 0:12:43.320
<v Speaker 1>brought on by just seemingly intentionally weaponized Uncanny Valley. Um,

0:12:43.360 --> 0:12:47.000
<v Speaker 1>you know, the soulless puppet people. I've never seen this movie,

0:12:47.000 --> 0:12:48.920
<v Speaker 1>but I looked up clips to see what people were

0:12:48.920 --> 0:12:53.200
<v Speaker 1>talking about, and oh man, they they are not kidding it.

0:12:53.800 --> 0:12:56.160
<v Speaker 1>I don't know how children made it through this movie.

0:12:56.400 --> 0:12:59.800
<v Speaker 1>It has these it has these creepy elves, It's got

0:12:59.800 --> 0:13:04.200
<v Speaker 1>a creepy Tom Hanks as a train conductor. Nothing seems right,

0:13:04.280 --> 0:13:08.160
<v Speaker 1>Everything seems like it's just about to everybody's about to

0:13:08.160 --> 0:13:11.120
<v Speaker 1>start melting and screaming. Yeah. I think this is one

0:13:11.160 --> 0:13:14.319
<v Speaker 1>where it was a poor idea in my opinion, and

0:13:14.480 --> 0:13:17.920
<v Speaker 1>uh in the technology was not there to to rescue

0:13:17.960 --> 0:13:20.640
<v Speaker 1>the idea. Now the next one we're going to discuss though.

0:13:20.840 --> 0:13:23.840
<v Speaker 1>I think it was a great idea on paper, but

0:13:23.960 --> 0:13:27.160
<v Speaker 1>it just didn't work out on the screen. And that's

0:13:27.160 --> 0:13:30.160
<v Speaker 1>of course. Two thousand seven's Bayowolf. Now as this Robert

0:13:30.200 --> 0:13:33.360
<v Speaker 1>Zemeckis who did this, Yeah, Robert Zemeckis helmed it. And

0:13:33.360 --> 0:13:36.600
<v Speaker 1>then the writing it was Neil Gaiman and Roger Avery.

0:13:36.679 --> 0:13:39.760
<v Speaker 1>So some you know, some some some big names just

0:13:39.800 --> 0:13:43.000
<v Speaker 1>attached and to the the ideas behind this. Uh this movie,

0:13:43.000 --> 0:13:46.080
<v Speaker 1>and of course based on the story of Grindel and Beowulf,

0:13:46.120 --> 0:13:49.400
<v Speaker 1>which is a classic you would think, you know, hard

0:13:49.440 --> 0:13:53.439
<v Speaker 1>to miss action narrative. I think The Bao Wolf could

0:13:53.480 --> 0:13:56.000
<v Speaker 1>make a really great movie if somebody did it right. Yeah,

0:13:56.160 --> 0:13:58.800
<v Speaker 1>I think so too. I have yet to see that movie.

0:13:59.080 --> 0:14:03.520
<v Speaker 1>But but but certainly has all the potential in the world.

0:14:03.559 --> 0:14:06.280
<v Speaker 1>And they had a pretty cool vocal cast as well,

0:14:06.400 --> 0:14:08.360
<v Speaker 1>I think, and Angelina Jolie is in it as the

0:14:08.400 --> 0:14:11.440
<v Speaker 1>monster's mother. They have ray Winstone as Bowel. Yeah, he

0:14:11.440 --> 0:14:14.400
<v Speaker 1>does the voice of of Beowulf, and uh and who

0:14:14.480 --> 0:14:17.800
<v Speaker 1>was it that plays the monster? We were just Crispin

0:14:18.800 --> 0:14:21.360
<v Speaker 1>Now I've seen it all back home. Not one of

0:14:21.400 --> 0:14:24.440
<v Speaker 1>my favorite monster depictions of Grenville, by the way, but

0:14:25.040 --> 0:14:27.240
<v Speaker 1>he's a monster. We can get past that. But everybody

0:14:27.240 --> 0:14:30.320
<v Speaker 1>else in the film really has the uncanny valleys that

0:14:30.520 --> 0:14:32.480
<v Speaker 1>going on to to a high degree. I think I

0:14:32.480 --> 0:14:36.080
<v Speaker 1>read a quote somewhere where film critic was talking about

0:14:36.080 --> 0:14:39.160
<v Speaker 1>how the monsters in the movie were only slightly less

0:14:39.160 --> 0:14:43.160
<v Speaker 1>frightening than the humans. Yeah, yeah, the humans. It just

0:14:43.320 --> 0:14:46.880
<v Speaker 1>it just didn't land. Now at this point you're probably thinking, well,

0:14:47.280 --> 0:14:50.560
<v Speaker 1>how about video games, because they're certainly when you're thinking

0:14:50.560 --> 0:14:54.400
<v Speaker 1>about computer animated human beings interacting with each other, staring

0:14:54.560 --> 0:14:57.840
<v Speaker 1>right into the camera, you think of video games. Yeah,

0:14:57.920 --> 0:15:01.600
<v Speaker 1>and and I think, you know, here's here's the thing here.

0:15:01.640 --> 0:15:03.640
<v Speaker 1>I have to say that I haven't noticed it as

0:15:03.720 --> 0:15:06.840
<v Speaker 1>often these days. I think a lot of game animators

0:15:06.840 --> 0:15:10.080
<v Speaker 1>have found ways to get around the Uncanny Valley. I

0:15:10.080 --> 0:15:11.680
<v Speaker 1>don't want to get to ahead of our flow here,

0:15:11.720 --> 0:15:14.760
<v Speaker 1>but I think one thing that I've noticed they sometimes

0:15:14.760 --> 0:15:18.640
<v Speaker 1>do is that they don't actually go for photo realism,

0:15:18.720 --> 0:15:20.960
<v Speaker 1>and they go for a kind of more real than

0:15:21.040 --> 0:15:25.760
<v Speaker 1>real combination of like a comic book style type character illustration,

0:15:26.360 --> 0:15:30.200
<v Speaker 1>and then these other realistic aspects that when you when

0:15:30.200 --> 0:15:32.400
<v Speaker 1>you look at a video game character, you would never

0:15:32.480 --> 0:15:35.600
<v Speaker 1>mistake it for a photograph of a person, even even

0:15:35.680 --> 0:15:39.280
<v Speaker 1>one that's got really good graphics. But much like the

0:15:39.320 --> 0:15:42.120
<v Speaker 1>way dialogue is written in films, you know, you don't

0:15:42.160 --> 0:15:45.880
<v Speaker 1>want to make dialogue sound like real people talk, because

0:15:45.880 --> 0:15:48.200
<v Speaker 1>that would be horrible to listen to, but you do

0:15:48.360 --> 0:15:52.000
<v Speaker 1>want to make it sound quote realistic. You don't want

0:15:52.040 --> 0:15:55.320
<v Speaker 1>to make your characters look too realistic in animation, but

0:15:55.400 --> 0:15:58.000
<v Speaker 1>you do want to make them look quote realistic. In

0:15:58.000 --> 0:16:01.640
<v Speaker 1>other words, they feel real. Yeah, this reminds me of

0:16:01.680 --> 0:16:03.560
<v Speaker 1>a game franchise that I haven't I don't think I've

0:16:03.560 --> 0:16:05.880
<v Speaker 1>ever played more than a demo of this, but the

0:16:05.920 --> 0:16:08.800
<v Speaker 1>Gears of War series. So all the people in this

0:16:08.960 --> 0:16:11.160
<v Speaker 1>kind of look like like, if you're gonna be critical

0:16:11.160 --> 0:16:12.640
<v Speaker 1>of it, you might say, well, everyone looks kind of

0:16:12.640 --> 0:16:14.960
<v Speaker 1>like they're weird guerilla people. Like. It was a like

0:16:14.960 --> 0:16:19.240
<v Speaker 1>we're in an alternate world where unrealistically huge upper bodies. Yeah,

0:16:19.640 --> 0:16:22.840
<v Speaker 1>is if evolution took a slightly different turn into an

0:16:22.840 --> 0:16:27.720
<v Speaker 1>intelligent primates. Uh. And yet they look real. They don't

0:16:27.760 --> 0:16:30.600
<v Speaker 1>look like they don't get an uncanny effect rolling off them,

0:16:30.600 --> 0:16:32.280
<v Speaker 1>Like you know, you look at them, you can see pores,

0:16:32.360 --> 0:16:36.360
<v Speaker 1>you can see hair follicills. They look real, but they

0:16:36.440 --> 0:16:41.480
<v Speaker 1>are but they are certainly not going for authentic human

0:16:41.520 --> 0:16:43.880
<v Speaker 1>being there all right, Now, I want to put out

0:16:43.920 --> 0:16:46.040
<v Speaker 1>one more example here before we move on, and it's

0:16:46.240 --> 0:16:50.760
<v Speaker 1>a rare example of uncanny valley avoidance, a very specific

0:16:50.920 --> 0:16:54.720
<v Speaker 1>type of uncanny valley avoidance, and that is from a

0:16:54.720 --> 0:16:58.000
<v Speaker 1>fantastic stop motion short that was produced by the National

0:16:58.000 --> 0:17:00.400
<v Speaker 1>Film Board of Canada. And you can find the online

0:17:00.440 --> 0:17:02.000
<v Speaker 1>if you just do us a search for it. It's

0:17:02.080 --> 0:17:06.080
<v Speaker 1>Madam Tutley Putly and it's a wonderful little little film,

0:17:06.440 --> 0:17:11.160
<v Speaker 1>very very French feel to it. Characters on a train, weirds,

0:17:11.200 --> 0:17:14.639
<v Speaker 1>frightening things occurring. Uh, definitely check it out. But the

0:17:14.960 --> 0:17:18.359
<v Speaker 1>trick to it there, these are stop motion animated characters

0:17:18.720 --> 0:17:21.880
<v Speaker 1>and their eyes just feel so alive. They stare right

0:17:21.920 --> 0:17:24.480
<v Speaker 1>into you, and you don't you don't question for a

0:17:24.520 --> 0:17:27.600
<v Speaker 1>second that these are that these are people. And the

0:17:27.840 --> 0:17:30.440
<v Speaker 1>trick that they employed is that they used real human eyes,

0:17:31.080 --> 0:17:34.160
<v Speaker 1>not in a you know, depraved, evil puppet master kind

0:17:34.160 --> 0:17:36.840
<v Speaker 1>of a way, either. They videotaped the eyes of human

0:17:36.880 --> 0:17:39.640
<v Speaker 1>actors and then blended the footage with that of the puppets.

0:17:40.119 --> 0:17:43.320
<v Speaker 1>That sounds like an incredible gambit, because that sounds like

0:17:43.359 --> 0:17:46.200
<v Speaker 1>that could have produced some of the worst Uncanny Valley

0:17:46.240 --> 0:17:48.840
<v Speaker 1>feelings ever if it went wrong. Yeah, and and I

0:17:48.880 --> 0:17:50.560
<v Speaker 1>don't know, there may be some people who watch this

0:17:50.680 --> 0:17:53.800
<v Speaker 1>short and and have the opposite effect and think that

0:17:53.840 --> 0:17:56.400
<v Speaker 1>it's super creepy. I found it to be like this,

0:17:56.400 --> 0:18:00.800
<v Speaker 1>this interesting example of circumventing the Uncanny Alley. But I'll

0:18:00.840 --> 0:18:02.560
<v Speaker 1>leave it for you guys to decide. I'll include a

0:18:02.560 --> 0:18:04.200
<v Speaker 1>link to this one as well as some of the

0:18:04.240 --> 0:18:06.320
<v Speaker 1>other sources we're talking about on the landing page for

0:18:06.359 --> 0:18:08.800
<v Speaker 1>this episode. It's stuff to blow your mind dot com.

0:18:08.840 --> 0:18:10.640
<v Speaker 1>All right, well, we are going to take a quick

0:18:10.640 --> 0:18:12.680
<v Speaker 1>break and when we come back, we will get into

0:18:12.760 --> 0:18:15.720
<v Speaker 1>the origin of the scientific idea of the Uncanny Valley

0:18:15.800 --> 0:18:23.119
<v Speaker 1>and its history. And research. All right, we're back. So

0:18:23.200 --> 0:18:25.639
<v Speaker 1>the uncanny Valley. Where does this even come from? Right?

0:18:25.680 --> 0:18:28.280
<v Speaker 1>So we've already been talking about it because most people

0:18:28.359 --> 0:18:31.000
<v Speaker 1>have heard of this, they're somewhat familiar with it. I

0:18:31.440 --> 0:18:34.280
<v Speaker 1>was talking to Rachel about it though. She was saying,

0:18:34.320 --> 0:18:38.119
<v Speaker 1>you know, at least to her, it had this connotation

0:18:38.200 --> 0:18:43.160
<v Speaker 1>of just generally synthetically generated images being creepy in one

0:18:43.200 --> 0:18:45.480
<v Speaker 1>way or another. So maybe we should get into the

0:18:45.520 --> 0:18:48.439
<v Speaker 1>specifics of the origin of the idea. So let's go

0:18:48.520 --> 0:18:54.119
<v Speaker 1>back to the year nineteen seventy. Everything's great, Wait is it?

0:18:54.200 --> 0:18:57.520
<v Speaker 1>I don't know, but but everybody, everybody's looking forward to

0:18:57.560 --> 0:19:01.000
<v Speaker 1>the future in terms of creating humanoid robots. What are

0:19:01.000 --> 0:19:03.240
<v Speaker 1>we going to be able to do well? The Japanese

0:19:03.359 --> 0:19:08.760
<v Speaker 1>roboticist massa Hiro Mori of the Tokyo Institute of Technology.

0:19:08.840 --> 0:19:11.600
<v Speaker 1>He wrote a paper that was published in this Japanese

0:19:11.640 --> 0:19:16.680
<v Speaker 1>journal Energy that coined the term uncanny Valley to describe

0:19:16.760 --> 0:19:20.840
<v Speaker 1>a problem that he was predicting with increasingly humanoid robots.

0:19:20.840 --> 0:19:23.359
<v Speaker 1>And this was based on just some observations he'd had

0:19:24.119 --> 0:19:28.560
<v Speaker 1>of of different events. So you might say incidents in

0:19:28.600 --> 0:19:32.359
<v Speaker 1>the progress of designing humanoid robots such as consumer electronics

0:19:32.359 --> 0:19:35.560
<v Speaker 1>shows in Japan and stuff like that. So what he

0:19:35.640 --> 0:19:39.240
<v Speaker 1>predicted was that as you had a humanoid robot, robot

0:19:39.240 --> 0:19:41.960
<v Speaker 1>that looks like a human and it's likeness to a

0:19:42.080 --> 0:19:47.320
<v Speaker 1>human increased, our attitude toward them would improve. Our affinity

0:19:47.359 --> 0:19:51.280
<v Speaker 1>would go up as they became more human, until they

0:19:51.280 --> 0:19:55.200
<v Speaker 1>reached a certain tipping point of similarity to humans, where

0:19:55.200 --> 0:19:59.800
<v Speaker 1>suddenly our affinity, our friendly attitude, almost immediately shifts and

0:20:00.040 --> 0:20:05.960
<v Speaker 1>plunges down into strong revulsion. Being human is likable, being

0:20:06.080 --> 0:20:09.639
<v Speaker 1>sort of human is likable, but being almost human is

0:20:09.840 --> 0:20:13.480
<v Speaker 1>horrible and repulsive. And then of course at the final end,

0:20:13.720 --> 0:20:16.439
<v Speaker 1>uh you you would have a real human. So you

0:20:16.440 --> 0:20:18.679
<v Speaker 1>can think of the uncanny valley as a phase in

0:20:18.720 --> 0:20:22.199
<v Speaker 1>a graph, an X Y graph, and along the horizontal

0:20:22.240 --> 0:20:25.080
<v Speaker 1>axis on the bottom, you've got the degree of similarity

0:20:25.119 --> 0:20:27.920
<v Speaker 1>to a human, and then on the vertical axis you've

0:20:27.960 --> 0:20:31.040
<v Speaker 1>got the degree of our affinity for the object. And

0:20:31.119 --> 0:20:34.080
<v Speaker 1>more hypothesized, this graph would have these two peaks. You'd

0:20:34.080 --> 0:20:36.879
<v Speaker 1>start with zero on both axes, because a thing that

0:20:36.960 --> 0:20:40.639
<v Speaker 1>has no human like traits basically gets no human affinity

0:20:40.680 --> 0:20:42.879
<v Speaker 1>response one way or another. And we just don't you know,

0:20:43.200 --> 0:20:46.240
<v Speaker 1>how much do you really like an industrial conveyor belt

0:20:46.760 --> 0:20:49.760
<v Speaker 1>that you're just sort of neutral on it. But as

0:20:49.800 --> 0:20:53.840
<v Speaker 1>you increase the humanity, you give a robot arms or

0:20:53.920 --> 0:20:57.560
<v Speaker 1>something that looks like a face, eyes, limbs, you climb

0:20:57.640 --> 0:21:02.560
<v Speaker 1>this gentle, gradual slope to the fur peak and affinity. Um,

0:21:02.600 --> 0:21:05.439
<v Speaker 1>you know, and he didn't name the peak, but I

0:21:05.440 --> 0:21:07.200
<v Speaker 1>think we should name the peak. I think this first

0:21:07.240 --> 0:21:10.160
<v Speaker 1>peak should be called something like the cuteness peak. That's

0:21:10.200 --> 0:21:13.520
<v Speaker 1>not exactly right because it's not exactly cuteness, but it's

0:21:13.600 --> 0:21:17.760
<v Speaker 1>recognizing something kind of human about what you're looking at. Yeah, Like,

0:21:18.560 --> 0:21:20.760
<v Speaker 1>I mean, we don't have to describe cute to everyone here,

0:21:20.760 --> 0:21:23.800
<v Speaker 1>but certainly this is hello kitty territory, this is the

0:21:24.080 --> 0:21:27.960
<v Speaker 1>this is the domain of large eye. It's vaguely infant

0:21:28.080 --> 0:21:31.359
<v Speaker 1>or kitten like creatures that would never be mistaken for

0:21:31.480 --> 0:21:34.040
<v Speaker 1>human or real, but they resonate with us for a

0:21:34.119 --> 0:21:36.200
<v Speaker 1>number of reasons. We could do a whole podcast. In fact,

0:21:36.240 --> 0:21:39.159
<v Speaker 1>we have an old podcast episode about the science of cute.

0:21:39.200 --> 0:21:43.040
<v Speaker 1>Why that connects with us? Yeah, so they would include

0:21:43.040 --> 0:21:45.320
<v Speaker 1>that would include all kinds of robots that are just

0:21:45.400 --> 0:21:49.200
<v Speaker 1>kind of have general, very basic faces that don't try

0:21:49.280 --> 0:21:52.119
<v Speaker 1>to have human skin or anything like that that just

0:21:52.200 --> 0:21:57.280
<v Speaker 1>might have like kind of a mouth and some cartoonish eyes. Yeah. Sure,

0:21:57.359 --> 0:22:00.040
<v Speaker 1>there you go. That the C three po boldly on

0:22:00.119 --> 0:22:03.760
<v Speaker 1>the cuteness peap. But at a certain point after this

0:22:03.840 --> 0:22:06.760
<v Speaker 1>first peak, this graph drops off steeply. So you keep

0:22:06.760 --> 0:22:09.919
<v Speaker 1>going along the x axis, but then the y axis

0:22:10.000 --> 0:22:13.359
<v Speaker 1>drops off, not just down to zero, but far below zero,

0:22:13.480 --> 0:22:16.679
<v Speaker 1>into the negative affinity range. And this part of the

0:22:16.720 --> 0:22:20.359
<v Speaker 1>graph is the uncanny valley. As the similarity to a

0:22:20.440 --> 0:22:24.359
<v Speaker 1>real human continues to increase near a dent. In other words,

0:22:24.600 --> 0:22:28.440
<v Speaker 1>as it becomes indistinguishable from a real human, our affinity

0:22:28.560 --> 0:22:32.119
<v Speaker 1>sharply shoots back up the second peak toward reality. So

0:22:32.160 --> 0:22:35.160
<v Speaker 1>I'd call this second peak the reality peak. It's when

0:22:35.200 --> 0:22:40.320
<v Speaker 1>you become, for all intents and purposes, a real human being. Yeah.

0:22:40.640 --> 0:22:43.480
<v Speaker 1>I would also say that if if robots were candy,

0:22:43.760 --> 0:22:47.120
<v Speaker 1>the bottom of the uncanny valley would be banana flavored

0:22:47.119 --> 0:22:50.160
<v Speaker 1>candy like that for me has always been a flavor

0:22:50.240 --> 0:22:52.879
<v Speaker 1>where it's like clearly like not only like runts that

0:22:52.960 --> 0:22:56.480
<v Speaker 1>have bananas, I think, so like like great candy, like

0:22:56.520 --> 0:22:59.600
<v Speaker 1>grape candy doesn't really taste like grapes, but it's if

0:22:59.640 --> 0:23:02.159
<v Speaker 1>it's enough from the Uncanny Valley of Candy the year

0:23:02.200 --> 0:23:06.160
<v Speaker 1>You're okay, whoa, You're right, banana candy actually does taste

0:23:06.240 --> 0:23:10.639
<v Speaker 1>like bananas in a way that makes it not really good. Yeah,

0:23:10.800 --> 0:23:14.520
<v Speaker 1>Like I've candy fans, I don't eat that much candy anymore.

0:23:14.520 --> 0:23:18.640
<v Speaker 1>So maybe the technology has advanced, but uh, my memory

0:23:18.680 --> 0:23:23.480
<v Speaker 1>of the banana candy is is that of an uncanny experience. Now,

0:23:23.520 --> 0:23:25.640
<v Speaker 1>one thing we should note is that so this original

0:23:25.640 --> 0:23:29.800
<v Speaker 1>paper was published in nineteen seventy twelve. English translation was

0:23:29.840 --> 0:23:33.720
<v Speaker 1>published in uh the I Triple A Robotics and Automation magazine.

0:23:33.760 --> 0:23:35.439
<v Speaker 1>And that's what I was using, is my reference, that

0:23:35.480 --> 0:23:39.840
<v Speaker 1>English translation from twelve. Uh. And so it has some

0:23:39.920 --> 0:23:43.800
<v Speaker 1>graphs here, It has Mori's original graphs or interpretations of them,

0:23:44.119 --> 0:23:46.119
<v Speaker 1>and we can get into a little more detail on

0:23:46.280 --> 0:23:48.640
<v Speaker 1>the nuances of Morey's theory. But one thing I did

0:23:48.680 --> 0:23:54.080
<v Speaker 1>read was that many years later somebody contacted more and

0:23:54.119 --> 0:23:56.560
<v Speaker 1>he and they were talking to him about this idea

0:23:56.640 --> 0:23:59.000
<v Speaker 1>he had of the uncanny valley, and they were like, well,

0:23:59.119 --> 0:24:02.399
<v Speaker 1>does does anything lie beyond the peak of reality? And

0:24:02.440 --> 0:24:04.880
<v Speaker 1>he said, hey, oh yeah, actually there is such a thing.

0:24:05.440 --> 0:24:07.840
<v Speaker 1>And he said, you know, beyond the real human, you'd

0:24:07.880 --> 0:24:12.919
<v Speaker 1>have sort of like artistic ideals. Oh wow, like the

0:24:12.960 --> 0:24:15.640
<v Speaker 1>realm of forms even right, Yeah, so well, I think

0:24:15.640 --> 0:24:18.360
<v Speaker 1>he used an example of like a statue of Buddha,

0:24:18.400 --> 0:24:21.240
<v Speaker 1>you know, a beautiful, perfect statue of Buddha. It's almost

0:24:21.320 --> 0:24:23.840
<v Speaker 1>like it we have greater affinity for it than we

0:24:23.880 --> 0:24:28.199
<v Speaker 1>have for a realistic human because we've been, well, to

0:24:28.240 --> 0:24:31.720
<v Speaker 1>a large point, we've been conditioned to rite. Yeah, that

0:24:31.720 --> 0:24:34.160
<v Speaker 1>that kind of gets into this, this idea of conditioned

0:24:34.240 --> 0:24:37.960
<v Speaker 1>familiarity that we not only have with religious icons, but

0:24:38.000 --> 0:24:41.280
<v Speaker 1>also with pop culture icons. So not only the Buddha,

0:24:41.320 --> 0:24:46.520
<v Speaker 1>but also Robbie the robot, or or even the Terminator

0:24:46.640 --> 0:24:48.800
<v Speaker 1>or well, yeah, that does make me think that in

0:24:48.840 --> 0:24:52.080
<v Speaker 1>some ways, if if aesthetic ideals and things that were

0:24:52.119 --> 0:24:55.679
<v Speaker 1>familiar with through our culture might be even beyond humans.

0:24:55.720 --> 0:24:58.520
<v Speaker 1>I mean, again, this is not like rigorous research, This

0:24:58.600 --> 0:25:01.720
<v Speaker 1>is just what more he says, he inks and predicts. Uh,

0:25:01.920 --> 0:25:04.480
<v Speaker 1>could could there be like a robot that we really

0:25:04.520 --> 0:25:08.080
<v Speaker 1>love that's actually better than a than a normal human? Well,

0:25:08.119 --> 0:25:10.680
<v Speaker 1>you know, there's a study that came out last year,

0:25:10.680 --> 0:25:13.080
<v Speaker 1>I believe from Penn State University that was kind of

0:25:13.080 --> 0:25:16.400
<v Speaker 1>interesting alone in these lines. So The researchers survey three

0:25:16.800 --> 0:25:20.240
<v Speaker 1>seven nine adults ages ages sixty to eighty six, and

0:25:20.280 --> 0:25:23.640
<v Speaker 1>they asked them for specific memories of robot films they'd

0:25:23.680 --> 0:25:26.960
<v Speaker 1>seen in their general attitudes towards robots and and the

0:25:27.200 --> 0:25:30.359
<v Speaker 1>you know the age here. As you might imagine, they're

0:25:30.400 --> 0:25:33.920
<v Speaker 1>really looking at at potential care robots, like the idea

0:25:33.920 --> 0:25:35.520
<v Speaker 1>of like, what kind of robots should help you use

0:25:35.560 --> 0:25:37.760
<v Speaker 1>the bathroom? Do you want something that looks like kind

0:25:37.760 --> 0:25:39.560
<v Speaker 1>of like a person, or do you want something that

0:25:39.600 --> 0:25:43.640
<v Speaker 1>looks like a forklift with a forklift mated with an

0:25:43.640 --> 0:25:46.000
<v Speaker 1>easy chair. But if you look at the ages used

0:25:46.040 --> 0:25:49.320
<v Speaker 1>here and twenty sixteen, when the studies took place, you

0:25:49.359 --> 0:25:51.879
<v Speaker 1>can say that these people grew up with science fiction.

0:25:52.000 --> 0:25:55.359
<v Speaker 1>Oh yeah, I mean they might not have personally consumed

0:25:55.400 --> 0:25:57.560
<v Speaker 1>a lot of it, but it's in the culture, right, Yeah.

0:25:57.560 --> 0:26:00.760
<v Speaker 1>They they definitely had access to it. And researchers found

0:26:00.760 --> 0:26:04.720
<v Speaker 1>that individuals who could recall more cinematic robot portrayals were

0:26:04.760 --> 0:26:08.000
<v Speaker 1>increasingly likely to hold positive attitudes towards robots in general.

0:26:08.040 --> 0:26:10.919
<v Speaker 1>So it didn't matter if they remembered murderous kill bots

0:26:11.040 --> 0:26:14.720
<v Speaker 1>or well meaning helper bots. Uh. They the mere memory

0:26:14.920 --> 0:26:19.800
<v Speaker 1>of multiple robotic portrayals correlated to pro robot vibes, so

0:26:19.840 --> 0:26:23.080
<v Speaker 1>the study findings. They also backed up the importance of

0:26:23.160 --> 0:26:28.840
<v Speaker 1>human looking human esque robots to invoke a sympathetic user response.

0:26:29.000 --> 0:26:31.879
<v Speaker 1>But the researchers stressed that robot designers might want to

0:26:31.880 --> 0:26:35.520
<v Speaker 1>incorporate robotic features that older adults will remember from their

0:26:35.520 --> 0:26:39.840
<v Speaker 1>cinematic past. So it's saying that, like, don't just try

0:26:39.880 --> 0:26:41.600
<v Speaker 1>to make it like a human. Try to make it

0:26:41.680 --> 0:26:44.280
<v Speaker 1>like the robots we have known and loved. Yeah, Like

0:26:44.440 --> 0:26:47.359
<v Speaker 1>make it fun. You know, if I'm if I need

0:26:47.400 --> 0:26:49.800
<v Speaker 1>a robot to help me go to the bathroom, make

0:26:49.880 --> 0:26:52.159
<v Speaker 1>it make make them the robots from Silent Running, you know,

0:26:52.280 --> 0:26:55.080
<v Speaker 1>Hulie Do and Louie, the little little guys. Then at

0:26:55.119 --> 0:26:57.640
<v Speaker 1>least I can engage my nostalgia a little bit totally.

0:26:58.280 --> 0:26:59.920
<v Speaker 1>So I want to look at a few more nuances.

0:27:00.119 --> 0:27:02.919
<v Speaker 1>Maury's original paper in nineteen seventy so one thing, I

0:27:03.000 --> 0:27:04.720
<v Speaker 1>do think it's very interesting and I want to come

0:27:04.760 --> 0:27:09.000
<v Speaker 1>back to as we explore this topic more. More hypothesizes

0:27:09.040 --> 0:27:12.080
<v Speaker 1>in the original paper that our perception of an uncanny

0:27:12.160 --> 0:27:15.520
<v Speaker 1>valley might depend on the context in which we're we're

0:27:15.600 --> 0:27:18.439
<v Speaker 1>viewing the being and the example he gives here is

0:27:18.480 --> 0:27:22.600
<v Speaker 1>he's talking about Buon Rocku puppets, and so he says, quote,

0:27:22.640 --> 0:27:25.359
<v Speaker 1>I don't think that on close inspection of bun Rocku

0:27:25.400 --> 0:27:29.440
<v Speaker 1>puppet appears similar to a human being. But when we

0:27:29.560 --> 0:27:32.359
<v Speaker 1>enjoy a puppet show in the theater, were seated at

0:27:32.359 --> 0:27:35.960
<v Speaker 1>a certain distance from the stage, the puppets absolute size

0:27:36.040 --> 0:27:40.119
<v Speaker 1>is ignored. Its total appearance, including hand and eye movements,

0:27:40.480 --> 0:27:42.920
<v Speaker 1>is close to that of a human being. So, given

0:27:42.920 --> 0:27:46.200
<v Speaker 1>our tendency as an audience to become absorbed in this

0:27:46.320 --> 0:27:49.080
<v Speaker 1>form of art, we might feel a high level of

0:27:49.119 --> 0:27:52.800
<v Speaker 1>affinity for the puppet. I think that's interesting. So it's

0:27:52.880 --> 0:27:56.000
<v Speaker 1>it's not just the object, but it's also the context

0:27:56.040 --> 0:27:58.680
<v Speaker 1>in which we experience the object. You might have very

0:27:58.720 --> 0:28:02.000
<v Speaker 1>different feelings about a and rocky puppet lying on the

0:28:02.040 --> 0:28:06.000
<v Speaker 1>floor versus one that you go to see in the

0:28:06.040 --> 0:28:08.879
<v Speaker 1>context of staging a play. Yeah. I think that the

0:28:08.920 --> 0:28:12.560
<v Speaker 1>puppet argument is something to keep in mind throughout considerations

0:28:12.600 --> 0:28:14.480
<v Speaker 1>the Uncanny Valley, because there are a lot of people

0:28:14.480 --> 0:28:15.800
<v Speaker 1>that there are a lot of people who have kind

0:28:15.800 --> 0:28:18.840
<v Speaker 1>of um an irrational version to puppets in general, and

0:28:18.880 --> 0:28:21.919
<v Speaker 1>certainly if you take just a still puppet and you

0:28:21.960 --> 0:28:24.520
<v Speaker 1>hold it up. There are various puppets that one might

0:28:24.560 --> 0:28:27.600
<v Speaker 1>find a little bit uncanny or creepy, etcetera. But in

0:28:27.600 --> 0:28:31.280
<v Speaker 1>the process of performing with a talented performer is going

0:28:31.359 --> 0:28:33.560
<v Speaker 1>to bring that to life. Like that's the art form.

0:28:33.920 --> 0:28:37.119
<v Speaker 1>And and there's so many different varieties of puppetry. Certainly

0:28:37.119 --> 0:28:42.400
<v Speaker 1>they're they're too broad. Categories are its situations where the

0:28:42.440 --> 0:28:46.040
<v Speaker 1>puppeteer is visible and puppet situations where puppeteers not. You know,

0:28:46.080 --> 0:28:48.680
<v Speaker 1>so you have your basic the muppet situation where you

0:28:48.720 --> 0:28:50.760
<v Speaker 1>don't see the puppeteers, but there are plenty of art

0:28:50.800 --> 0:28:55.760
<v Speaker 1>forms of puppetry performance styles in which the puppeteers very visible,

0:28:56.080 --> 0:28:59.240
<v Speaker 1>either completely or just their face. You see their eyes,

0:28:59.280 --> 0:29:02.080
<v Speaker 1>You see that there's a person involved here, and uh,

0:29:02.120 --> 0:29:06.120
<v Speaker 1>and there's not this this mystery or this sense of deception, right, yeah,

0:29:06.120 --> 0:29:09.920
<v Speaker 1>I think conceptual clues like that are very important. Also

0:29:10.240 --> 0:29:12.960
<v Speaker 1>is when you consider the the idea of going to

0:29:13.000 --> 0:29:17.720
<v Speaker 1>a puppet theater, it also includes a certain attitude charging

0:29:17.720 --> 0:29:21.600
<v Speaker 1>effect in the audience, Like an an audience member goes

0:29:21.680 --> 0:29:25.880
<v Speaker 1>to a puppet theater prepared to suspend their disbelief, like

0:29:26.040 --> 0:29:28.120
<v Speaker 1>you know what I mean, Like you put yourself in

0:29:28.320 --> 0:29:31.480
<v Speaker 1>an intentional state of open mindedness about what you're viewing,

0:29:32.120 --> 0:29:35.800
<v Speaker 1>and you give yourself an interpretive framework through which to Like,

0:29:36.120 --> 0:29:38.840
<v Speaker 1>if you were not prepared to watch a puppet theater

0:29:39.000 --> 0:29:42.360
<v Speaker 1>story and suddenly a puppet was just moving around, that

0:29:42.440 --> 0:29:45.520
<v Speaker 1>might be a lot creepier. Yeah, I agree. So part

0:29:45.520 --> 0:29:48.239
<v Speaker 1>of the Uncanny Valley effect is probably also in the

0:29:48.320 --> 0:29:51.200
<v Speaker 1>viewer themselves and in the so the context is not

0:29:51.320 --> 0:29:53.720
<v Speaker 1>just where you are, what's going on with what you're

0:29:53.720 --> 0:29:57.520
<v Speaker 1>looking at, but what you're expecting to see. Now, one

0:29:57.560 --> 0:30:00.880
<v Speaker 1>more thing that Morey points out is he thinks that

0:30:00.920 --> 0:30:03.880
<v Speaker 1>they're going to be very different rules governing the Uncanny

0:30:03.960 --> 0:30:08.960
<v Speaker 1>Valley for still objects versus moving objects. And essentially his

0:30:09.040 --> 0:30:13.000
<v Speaker 1>hypothesis is that movement is going to amplify both the

0:30:13.040 --> 0:30:16.160
<v Speaker 1>peaks and the valleys of the graph. So if you

0:30:16.200 --> 0:30:19.040
<v Speaker 1>imagine the graph we said earlier, gentle slope up to

0:30:19.160 --> 0:30:22.000
<v Speaker 1>first peak, you know, kind of cute whatever has some

0:30:22.120 --> 0:30:25.400
<v Speaker 1>human characteristics, then a dip down into too close to

0:30:25.480 --> 0:30:28.360
<v Speaker 1>human but not there, and then a final rise up

0:30:28.360 --> 0:30:31.920
<v Speaker 1>to actually human. He he would say, if it's moving,

0:30:32.040 --> 0:30:34.200
<v Speaker 1>the peaks are going to be higher and the valleys

0:30:34.240 --> 0:30:37.640
<v Speaker 1>are going to be lower. So a thing that is

0:30:37.720 --> 0:30:40.840
<v Speaker 1>moving gets greater affinity if it's good if it's at

0:30:40.840 --> 0:30:44.040
<v Speaker 1>one of these two peaks, but it's even more revolting

0:30:44.080 --> 0:30:47.240
<v Speaker 1>and unpleasant if it's at the valley. Uh So, this

0:30:47.400 --> 0:30:50.960
<v Speaker 1>this makes me think of Samara in The Ring, those

0:30:50.960 --> 0:30:53.560
<v Speaker 1>scenes where Samara is emerging from the TV or the well,

0:30:53.880 --> 0:30:57.640
<v Speaker 1>her movement is is jerky and and I understand that

0:30:57.920 --> 0:31:00.960
<v Speaker 1>they created that effect by having the actor or actress

0:31:01.000 --> 0:31:04.560
<v Speaker 1>walk backwards and then reversing the footage. So you have this,

0:31:05.280 --> 0:31:08.240
<v Speaker 1>you have this this movement that is, you know, natural,

0:31:08.320 --> 0:31:12.080
<v Speaker 1>but being reversed it it feels very unnatural and it's

0:31:12.080 --> 0:31:16.040
<v Speaker 1>hard to really pinpoint what's not working for you about it. Right.

0:31:16.400 --> 0:31:19.800
<v Speaker 1>So More in the end concludes he gives this recommendation

0:31:19.960 --> 0:31:23.640
<v Speaker 1>based on his hypothesis. He says, don't go for realism, right,

0:31:24.040 --> 0:31:27.959
<v Speaker 1>It's gonna be so hard if you're designing a humanoid robot. Now,

0:31:28.000 --> 0:31:30.240
<v Speaker 1>a lot of what we're we're talking about in these

0:31:30.240 --> 0:31:33.840
<v Speaker 1>episodes is animation. He's talking primarily about humanoid robots. But

0:31:33.880 --> 0:31:38.400
<v Speaker 1>typically these uh two fields get somewhat conflated in discussion

0:31:38.400 --> 0:31:40.520
<v Speaker 1>of the Uncanny Valley because in both cases you're trying

0:31:40.520 --> 0:31:44.400
<v Speaker 1>to create something that looks pleasingly human. Um. He wrote,

0:31:44.400 --> 0:31:46.520
<v Speaker 1>it's gonna be so hard to get out of the

0:31:46.600 --> 0:31:49.960
<v Speaker 1>valley up the second peak, that that's the reality peak

0:31:50.080 --> 0:31:54.479
<v Speaker 1>is so steep. Instead, roboticists should not try, and instead

0:31:54.560 --> 0:31:57.440
<v Speaker 1>they should aim for the very tip of the first peak.

0:31:58.040 --> 0:32:00.280
<v Speaker 1>Stick on the cuteness peak, because we know we can

0:32:00.320 --> 0:32:04.720
<v Speaker 1>get there. Think think Wally or other cute humanoid robots.

0:32:04.760 --> 0:32:07.360
<v Speaker 1>The first peak is not really that hard to attain.

0:32:07.760 --> 0:32:10.040
<v Speaker 1>People respond well to it, So why do you need

0:32:10.080 --> 0:32:13.080
<v Speaker 1>to try to go past it? Um? You know. As

0:32:13.120 --> 0:32:15.640
<v Speaker 1>for animated humans, I think a good analogy might be

0:32:16.480 --> 0:32:20.880
<v Speaker 1>here's one Pixars The Incredibles versus Final Fantasy the Spirits,

0:32:20.920 --> 0:32:24.000
<v Speaker 1>within which we already mentioned. The former they don't look

0:32:24.040 --> 0:32:27.320
<v Speaker 1>like real humans at all, right, they're cute, cartoonish, non

0:32:27.360 --> 0:32:30.920
<v Speaker 1>realistic humans, but they're quite pleasant. The latter goes for

0:32:31.240 --> 0:32:35.680
<v Speaker 1>and fails at photo realism and creates these characters that

0:32:35.720 --> 0:32:38.720
<v Speaker 1>are stiff and unsettling. In other words, he says, don't

0:32:38.720 --> 0:32:40.719
<v Speaker 1>try to climb out of the valley, just don't go

0:32:40.760 --> 0:32:43.880
<v Speaker 1>into the valley to begin with. Yeah, this this really

0:32:43.920 --> 0:32:46.400
<v Speaker 1>brings to mind just the idea of like filmmakers and

0:32:46.480 --> 0:32:50.680
<v Speaker 1>creators standing on the edge of this physical valley and

0:32:50.720 --> 0:32:53.200
<v Speaker 1>there's a local guide. They're saying, don't do it. Don't

0:32:53.240 --> 0:32:55.360
<v Speaker 1>do it, the value will consume you. And they're like, no,

0:32:55.600 --> 0:32:57.719
<v Speaker 1>you're Lucasfilm. We can do it. Yeah, we got all

0:32:57.720 --> 0:33:00.840
<v Speaker 1>this high text gear. There's no way that anything's going

0:33:00.880 --> 0:33:02.480
<v Speaker 1>to take us down there. And then they go down

0:33:02.520 --> 0:33:05.520
<v Speaker 1>there and it's just Jurassic Park or Congo with they

0:33:05.600 --> 0:33:09.200
<v Speaker 1>just get torn apart. You know, I do. I do

0:33:09.320 --> 0:33:12.320
<v Speaker 1>think the dinosaurs in Jurassic Park come out of the

0:33:12.400 --> 0:33:15.800
<v Speaker 1>uncanny valley for dinosaurs. They do. Yeah, And that introduces

0:33:16.000 --> 0:33:19.200
<v Speaker 1>an interesting wrinkle in that, like Maury is talking about

0:33:19.280 --> 0:33:23.800
<v Speaker 1>human wide qualities, it would probably be a related but

0:33:23.920 --> 0:33:31.040
<v Speaker 1>different thing to just say animal reality versus specifically human reality. Yeah,

0:33:31.400 --> 0:33:34.720
<v Speaker 1>because I mean when for non human creatures, certainly we've

0:33:34.720 --> 0:33:38.240
<v Speaker 1>been able to nail that. For ages, to stop motion creatures, often,

0:33:38.440 --> 0:33:40.640
<v Speaker 1>even if their movements are kind of herky jerky, they

0:33:40.760 --> 0:33:45.440
<v Speaker 1>feel great. Um that heard of stop motion robots in

0:33:45.560 --> 0:33:48.560
<v Speaker 1>older films, so that I've never had a problem buying

0:33:48.640 --> 0:33:51.160
<v Speaker 1>into them. And yeah, you're look into the eye of

0:33:51.200 --> 0:33:54.400
<v Speaker 1>the track or the t rex or the velociraptor and

0:33:54.440 --> 0:33:56.920
<v Speaker 1>you never doubt for a second. Yeah. But so one

0:33:56.960 --> 0:33:59.040
<v Speaker 1>thing I think we should point out is that as

0:33:59.200 --> 0:34:03.400
<v Speaker 1>prescient as Mori was of what would become this widely

0:34:03.440 --> 0:34:07.120
<v Speaker 1>recognized pop culture phenomenon his paper, it's not it's not

0:34:07.480 --> 0:34:11.600
<v Speaker 1>research really, it's just sort of observation and interesting speculation.

0:34:12.239 --> 0:34:14.680
<v Speaker 1>So what we should shift now to do, I think,

0:34:14.800 --> 0:34:17.600
<v Speaker 1>is talk about whether there's really any evidence that the

0:34:17.680 --> 0:34:21.000
<v Speaker 1>Uncanny Valley Number one exists at all? Is it really

0:34:21.000 --> 0:34:24.239
<v Speaker 1>a thing? Number two? Is it a is it a

0:34:24.320 --> 0:34:27.279
<v Speaker 1>unified phenomenon, or is it there there's some separate things

0:34:27.320 --> 0:34:30.520
<v Speaker 1>getting pulled into the net together here. And then finally

0:34:30.560 --> 0:34:33.399
<v Speaker 1>maybe we should look at if it's real, what causes it?

0:34:34.520 --> 0:34:37.759
<v Speaker 1>Why do human brains tend to react this way? So

0:34:37.800 --> 0:34:39.719
<v Speaker 1>maybe we should take a quick break, and then when

0:34:39.800 --> 0:34:47.680
<v Speaker 1>we come back we will get into more recent research. Thank. Okay,

0:34:47.680 --> 0:34:51.040
<v Speaker 1>so there's there's really no denying that there is some

0:34:51.120 --> 0:34:55.600
<v Speaker 1>kind of creepy humanoid synthetic figure effect. Right. We we've

0:34:55.600 --> 0:34:57.719
<v Speaker 1>all seen these c g I movies. We've all seen

0:34:57.760 --> 0:35:01.359
<v Speaker 1>these creepy robots and had that feeling don't like it.

0:35:02.160 --> 0:35:06.840
<v Speaker 1>But that doesn't necessarily mean that the uncanny Valley, as

0:35:07.200 --> 0:35:11.520
<v Speaker 1>described by more or as popularly conceived in culture, is

0:35:11.600 --> 0:35:15.440
<v Speaker 1>in fact a correct description of what's happening there. Right,

0:35:15.520 --> 0:35:18.560
<v Speaker 1>just because it it feels truthy, just because it lines

0:35:18.680 --> 0:35:21.400
<v Speaker 1>up with to a certain degree with how we feel

0:35:21.440 --> 0:35:24.080
<v Speaker 1>about the world, doesn't mean that it is. You know

0:35:24.160 --> 0:35:27.799
<v Speaker 1>that it is an actual effect that's taking place, and

0:35:28.120 --> 0:35:30.400
<v Speaker 1>or that it's even a fixed effect, et cetera. There

0:35:30.400 --> 0:35:33.200
<v Speaker 1>are a lot of factors to contemplate here, Like for

0:35:33.320 --> 0:35:36.120
<v Speaker 1>my own part, I've always found it interesting and I

0:35:36.160 --> 0:35:40.719
<v Speaker 1>definitely think there's something to it. However, you line it

0:35:40.840 --> 0:35:45.480
<v Speaker 1>up with similar cases in life, such as say, individuals

0:35:45.520 --> 0:35:49.600
<v Speaker 1>that you may encounter who have some degree of facial disfigurement,

0:35:49.640 --> 0:35:52.000
<v Speaker 1>and it might be extremely mild, it might be it

0:35:52.080 --> 0:35:54.800
<v Speaker 1>might be nothing more than a uh, and then you

0:35:54.840 --> 0:35:57.600
<v Speaker 1>know a lazy eye, or or you know some sort

0:35:57.600 --> 0:36:01.680
<v Speaker 1>of cleft lip or cleft palate scenario, or it just

0:36:01.760 --> 0:36:05.480
<v Speaker 1>might be like their faces maybe not all that symmetrical, right,

0:36:05.680 --> 0:36:09.719
<v Speaker 1>and you know nobody whose face is perfectly symmetrical. But

0:36:10.920 --> 0:36:13.360
<v Speaker 1>with all of these individuals, you interact with them, you

0:36:13.360 --> 0:36:16.960
<v Speaker 1>get to know them maybe, and whatever kind of like

0:36:17.000 --> 0:36:21.560
<v Speaker 1>initial um reaction is present, be it just kind of

0:36:21.600 --> 0:36:25.480
<v Speaker 1>a huh or that goes away, and you can unless

0:36:25.480 --> 0:36:27.799
<v Speaker 1>you're a total jerk, Unless you're a total jerk, or

0:36:28.120 --> 0:36:30.440
<v Speaker 1>you're gonna be able to relate to that person. You're

0:36:30.480 --> 0:36:32.680
<v Speaker 1>gonna be able to communicate with that person, and you're

0:36:32.719 --> 0:36:34.759
<v Speaker 1>not going to be thrown for a curve every time

0:36:34.800 --> 0:36:37.160
<v Speaker 1>they make eye contact with you. Yeah, I would agree

0:36:37.200 --> 0:36:41.600
<v Speaker 1>with that. So there is certainly, like in Maury's original formulation,

0:36:41.760 --> 0:36:45.640
<v Speaker 1>he he would, I think, put different kinds of um

0:36:45.800 --> 0:36:49.920
<v Speaker 1>physical abnormality somewhere on the ascending slope, on the on

0:36:50.080 --> 0:36:53.760
<v Speaker 1>the on the uncanny valley slope. So you have a normal,

0:36:53.840 --> 0:36:56.520
<v Speaker 1>healthy human up at the peak, I guess somewhere below

0:36:56.560 --> 0:36:59.280
<v Speaker 1>the artistic ideal of the great Buddhist statue or something.

0:36:59.640 --> 0:37:02.680
<v Speaker 1>But you'd have normal, healthy human. Then somewhere below them

0:37:02.680 --> 0:37:05.120
<v Speaker 1>would be people who have who look like there is

0:37:05.160 --> 0:37:09.160
<v Speaker 1>something wrong with them in terms of having uh, you know,

0:37:09.280 --> 0:37:12.360
<v Speaker 1>perfect health and symmetricality. I mean, certainly because just an

0:37:12.400 --> 0:37:15.759
<v Speaker 1>ill person. You encounter someone who is clearly a little

0:37:15.800 --> 0:37:18.440
<v Speaker 1>bit sick or a little bit hungover or whatever you

0:37:18.480 --> 0:37:20.920
<v Speaker 1>can tell, and it causes a light to go off

0:37:20.920 --> 0:37:24.279
<v Speaker 1>in your head. Yeah. Uh, And and yet we can

0:37:24.360 --> 0:37:27.680
<v Speaker 1>quite easily adapt to people like, you know, you see

0:37:27.719 --> 0:37:30.040
<v Speaker 1>somebody like that, it is you just know it is

0:37:30.080 --> 0:37:34.160
<v Speaker 1>not proper to react to somebody with revulsion. Oh yeah,

0:37:34.200 --> 0:37:37.040
<v Speaker 1>like right now in Atlanta as we're recording, this pollen

0:37:37.160 --> 0:37:40.399
<v Speaker 1>is everywhere. So there are several people in my life.

0:37:40.440 --> 0:37:42.560
<v Speaker 1>I'm not really affected by the pollen so much, but

0:37:42.800 --> 0:37:46.480
<v Speaker 1>it totally debilitates some of my coworkers, some of my

0:37:46.600 --> 0:37:50.520
<v Speaker 1>friends and red face puffy eyes. Yeah, and and sometimes

0:37:50.520 --> 0:37:54.160
<v Speaker 1>they're like walked out on allergy medication to boot and

0:37:54.320 --> 0:37:56.800
<v Speaker 1>you just get you just you know, you accept it.

0:37:56.840 --> 0:37:59.520
<v Speaker 1>You realize, oh, well, you know, my my friend here

0:37:59.600 --> 0:38:01.839
<v Speaker 1>is going to be kind of a pollen zombie for

0:38:01.880 --> 0:38:04.760
<v Speaker 1>a couple of weeks. But that doesn't mean we can't

0:38:05.239 --> 0:38:06.840
<v Speaker 1>hang out. It doesn't mean we can't work on this

0:38:07.040 --> 0:38:11.880
<v Speaker 1>or that. Yeah, so definitely, The Uncanny Valley has plenty

0:38:12.080 --> 0:38:15.880
<v Speaker 1>of critics, and plenty I think a very fair criticisms

0:38:15.960 --> 0:38:17.880
<v Speaker 1>leveled at it. I just want to go back to

0:38:18.080 --> 0:38:20.960
<v Speaker 1>one popular article. I came across a two thousand ten

0:38:21.120 --> 0:38:25.799
<v Speaker 1>article in Popular Mechanics by Eric Softge where he sort

0:38:25.840 --> 0:38:28.479
<v Speaker 1>of points out that at the time people were as

0:38:28.520 --> 0:38:30.960
<v Speaker 1>I think they are still now treating the Uncanny Valley

0:38:31.000 --> 0:38:34.240
<v Speaker 1>as a proven fact, but in fact, at the time,

0:38:34.320 --> 0:38:37.480
<v Speaker 1>he says, you know, there's really almost no convincing evidence

0:38:37.480 --> 0:38:40.600
<v Speaker 1>that such a thing even exists, and he speaks to

0:38:40.760 --> 0:38:44.440
<v Speaker 1>an expert named Carl McDorman, director of the Android Science

0:38:44.480 --> 0:38:48.720
<v Speaker 1>Center at Indiana University, and McDorman, who has conducted research

0:38:48.760 --> 0:38:51.960
<v Speaker 1>on the valley, offered his opinion in the article, saying, quote,

0:38:52.239 --> 0:38:54.439
<v Speaker 1>it turns out that there may be more than one

0:38:54.640 --> 0:38:57.880
<v Speaker 1>Uncanny Valley. It's not the overall degree of human likeness

0:38:58.000 --> 0:39:01.279
<v Speaker 1>that makes a robot or animated care acter uncanny. It's

0:39:01.320 --> 0:39:04.279
<v Speaker 1>more a matter of mismatch. If you have an extremely

0:39:04.640 --> 0:39:08.240
<v Speaker 1>realistic skin texture but at the same time cartoonish eyes

0:39:08.719 --> 0:39:13.760
<v Speaker 1>or realistic eyes and an unrealistic skin texture, that's very uncanny,

0:39:14.120 --> 0:39:16.759
<v Speaker 1>uh and the art. So that's an idea about the

0:39:16.800 --> 0:39:19.680
<v Speaker 1>perceptual mismatch that I do want to revisit later in

0:39:19.719 --> 0:39:22.640
<v Speaker 1>this episode. But the article also speaks to a guy

0:39:22.719 --> 0:39:27.480
<v Speaker 1>named David Hanson who's a roboticist who specifically specializes in

0:39:27.560 --> 0:39:30.800
<v Speaker 1>creating very realistic humanoid robots. I think he did that

0:39:30.800 --> 0:39:35.400
<v Speaker 1>that Einstein head thing. Oh yeah, nothing. So Hansen claims

0:39:35.440 --> 0:39:39.040
<v Speaker 1>that even if people find overly realistic robots creepy at first,

0:39:39.600 --> 0:39:41.640
<v Speaker 1>they get used to them within minutes. This is sort

0:39:41.640 --> 0:39:43.600
<v Speaker 1>of what you were just talking about. I think, you know,

0:39:44.040 --> 0:39:47.920
<v Speaker 1>you become acclimated even to something that you might uh,

0:39:48.040 --> 0:39:52.439
<v Speaker 1>at some kind of base level, have a negative reaction to. Yeah,

0:39:52.520 --> 0:39:55.279
<v Speaker 1>I keep thinking of having an isolation in this because

0:39:55.280 --> 0:39:57.480
<v Speaker 1>it's the game I'm currently playing, and uh and I

0:39:57.480 --> 0:39:59.640
<v Speaker 1>feel like that the c G characters are are a

0:39:59.719 --> 0:40:02.239
<v Speaker 1>pretty well done in there. I haven't felt that the

0:40:02.280 --> 0:40:06.440
<v Speaker 1>tinge of of Uncanny Valley washing over me. Some of

0:40:06.440 --> 0:40:09.760
<v Speaker 1>the voice actings a little weak. But but but speaking

0:40:09.760 --> 0:40:13.080
<v Speaker 1>of the voice, like the the the androids you encounter

0:40:13.160 --> 0:40:17.280
<v Speaker 1>though with the sex and uh androids that key. Yeah,

0:40:17.440 --> 0:40:20.000
<v Speaker 1>and when I first on Canny Valley, well, yeah, but

0:40:20.080 --> 0:40:22.360
<v Speaker 1>when I first encountered them, yeah, they had the uncanny

0:40:22.360 --> 0:40:26.480
<v Speaker 1>intentionally kind of creepy appearance and the very creepy robot voice.

0:40:26.840 --> 0:40:30.279
<v Speaker 1>But yet when they were not actively attacking me, I

0:40:30.360 --> 0:40:31.960
<v Speaker 1>kind of was. I was kind of cool with it.

0:40:31.960 --> 0:40:35.680
<v Speaker 1>It wasn't until he started becoming violent that that that

0:40:35.600 --> 0:40:37.960
<v Speaker 1>the mere sound of their voice or the appearance of

0:40:37.960 --> 0:40:40.520
<v Speaker 1>one uh down there, you know, in the distance down

0:40:40.520 --> 0:40:43.880
<v Speaker 1>the Hallway would would cause my nerves to react. I mean,

0:40:43.960 --> 0:40:47.040
<v Speaker 1>those things are funny, they're uh, they're a good part

0:40:47.080 --> 0:40:51.120
<v Speaker 1>of that game. But anyway, So in this UH article,

0:40:51.200 --> 0:40:55.040
<v Speaker 1>the author also cites some other unnamed robots roboticists, as

0:40:55.040 --> 0:40:57.880
<v Speaker 1>well as his own experience when he's talking about meeting

0:40:58.080 --> 0:41:01.640
<v Speaker 1>robots that he had previously seen on video, and one

0:41:01.640 --> 0:41:04.920
<v Speaker 1>thing he says is, you know, an Uncanny Valley effect

0:41:05.000 --> 0:41:06.640
<v Speaker 1>that was present when I saw a video of this

0:41:06.760 --> 0:41:09.640
<v Speaker 1>robot went away when I saw it in person. I

0:41:09.680 --> 0:41:12.560
<v Speaker 1>don't know if that's generally true of people. He claims

0:41:12.600 --> 0:41:15.200
<v Speaker 1>it's true. But even if this is truly the case

0:41:15.239 --> 0:41:17.799
<v Speaker 1>for robots, I'm not sure how it would apply to animations.

0:41:17.880 --> 0:41:22.560
<v Speaker 1>Probably wouldn't apply to animations. Um, But I think that

0:41:22.680 --> 0:41:25.920
<v Speaker 1>there are some good threads to start tugging at here,

0:41:26.000 --> 0:41:30.000
<v Speaker 1>because it's probably the case that there are more dimensions

0:41:30.080 --> 0:41:33.720
<v Speaker 1>to the Uncanny Valley than more he imagined in nineteen seventy,

0:41:33.840 --> 0:41:38.200
<v Speaker 1>meaning more than just that X axis of um closeness

0:41:38.280 --> 0:41:43.520
<v Speaker 1>to realistic human appearance versus distance from realistic human appearance. Yeah,

0:41:43.560 --> 0:41:45.879
<v Speaker 1>I mean, just what makes a person human, what makes

0:41:45.880 --> 0:41:49.080
<v Speaker 1>a lightness human? There's arguably a whole chorus of things

0:41:49.120 --> 0:41:52.160
<v Speaker 1>going on there. Yeah, so it would make sense that

0:41:52.160 --> 0:41:54.680
<v Speaker 1>that that chorus would play into the Uncanny Valley. Yeah.

0:41:54.719 --> 0:41:57.760
<v Speaker 1>So I do think that there are multiple other dimensions

0:41:57.840 --> 0:42:00.560
<v Speaker 1>to be explored, But I also don't think that means

0:42:00.600 --> 0:42:03.720
<v Speaker 1>we can conclude that there's nothing to the Uncanny Valley.

0:42:03.840 --> 0:42:06.279
<v Speaker 1>And in the past decade there's actually been an explosion

0:42:06.320 --> 0:42:08.520
<v Speaker 1>of research on the Uncanny Valley. So I think we

0:42:08.520 --> 0:42:11.120
<v Speaker 1>should look at a few interesting studies on the effect.

0:42:11.440 --> 0:42:15.240
<v Speaker 1>All right, Well, first one here that I came across

0:42:15.920 --> 0:42:18.759
<v Speaker 1>was a two thousand nine Princeton University study and they

0:42:18.800 --> 0:42:21.920
<v Speaker 1>looked into the effects of uncanny value of the Uncanny

0:42:22.000 --> 0:42:26.879
<v Speaker 1>Valley on maccaque monkeys, so so non human subjects. Yeah,

0:42:26.960 --> 0:42:28.960
<v Speaker 1>because that that makes sense, right if Yeah, if you

0:42:28.960 --> 0:42:31.839
<v Speaker 1>want to see if this is an evolved response, let's

0:42:31.840 --> 0:42:35.360
<v Speaker 1>look beyond the complications of human intelligence and human culture

0:42:35.680 --> 0:42:38.800
<v Speaker 1>and looked something closely related to us. Is it biological

0:42:38.920 --> 0:42:42.160
<v Speaker 1>rather than say cultural? Right, And so they showed a

0:42:42.200 --> 0:42:46.480
<v Speaker 1>selection of the primates close to real quote unquote computer

0:42:46.600 --> 0:42:50.160
<v Speaker 1>visuals of macaques to see if they responded with coups

0:42:50.200 --> 0:42:53.680
<v Speaker 1>and lip smacking as they do with their fellow monkeys. Uh,

0:42:53.719 --> 0:42:57.960
<v Speaker 1>and these these close to real computer visuals were essentially

0:42:58.480 --> 0:43:01.600
<v Speaker 1>lawnmower man monkeys. If you see lawnmower man. They kind

0:43:01.600 --> 0:43:04.680
<v Speaker 1>of asking if I've seen lawnmower man, Robert, you know

0:43:04.719 --> 0:43:08.479
<v Speaker 1>I've seen lawnmower man. Yes, so yeah, I think lawn

0:43:08.480 --> 0:43:10.720
<v Speaker 1>more man. Uh, and you kind of have an idea

0:43:10.800 --> 0:43:14.359
<v Speaker 1>that that level of computer animation, and the monkeys did

0:43:14.360 --> 0:43:16.399
<v Speaker 1>not want any part of it. They averted their eyes,

0:43:16.440 --> 0:43:20.680
<v Speaker 1>they acted frightened when confronted with lawnmower man monkey. So

0:43:21.400 --> 0:43:25.040
<v Speaker 1>it's not much, I admit, but it's a little experimental

0:43:25.080 --> 0:43:29.680
<v Speaker 1>evidence for the argument that Uncanny Valley is an evolutionary response. Right,

0:43:29.719 --> 0:43:32.440
<v Speaker 1>So if you can observe it in monkeys, there's probably

0:43:32.520 --> 0:43:36.080
<v Speaker 1>some element of it that that is biological in the brain.

0:43:36.280 --> 0:43:39.920
<v Speaker 1>It's instinctual and and not just something we've all learned

0:43:39.960 --> 0:43:44.080
<v Speaker 1>to say about weirdly looking animated characters and robots. Yeah,

0:43:44.520 --> 0:43:47.680
<v Speaker 1>and that would be maybe a weak piece of evidence,

0:43:47.680 --> 0:43:49.480
<v Speaker 1>but still a piece of evidence you could put in

0:43:49.520 --> 0:43:52.040
<v Speaker 1>the column of saying there is something there. The valley

0:43:52.080 --> 0:43:56.240
<v Speaker 1>does to some extent exist. Right now, the next study

0:43:56.280 --> 0:43:59.040
<v Speaker 1>that I ran across this comes back this to one

0:43:59.040 --> 0:44:02.000
<v Speaker 1>of the graphics that you pulled out of the believe

0:44:02.040 --> 0:44:05.600
<v Speaker 1>the original h study correct, Yeah, yeah, the original Morey's

0:44:05.640 --> 0:44:09.120
<v Speaker 1>original graphs. So in this graph and we talked about

0:44:09.239 --> 0:44:12.080
<v Speaker 1>diving down into the valley and then steadily trying to

0:44:12.120 --> 0:44:15.919
<v Speaker 1>claw yourself out on the other side, very very steep ascent. Yeah,

0:44:15.960 --> 0:44:18.240
<v Speaker 1>so you hit bottom and that's where you have a zombie.

0:44:19.000 --> 0:44:22.320
<v Speaker 1>And as you begin to scale out of the uncanny valley,

0:44:22.400 --> 0:44:26.640
<v Speaker 1>he has um uh myo electric hand and prosthetic hand

0:44:27.000 --> 0:44:30.360
<v Speaker 1>down there. As you climb back up, eventually hitting ordinary

0:44:30.400 --> 0:44:35.200
<v Speaker 1>doll and puppets and ill person and maybe hitting healthy

0:44:35.239 --> 0:44:37.480
<v Speaker 1>person at the very top. Again. But it's interesting you

0:44:37.520 --> 0:44:40.520
<v Speaker 1>have prosthetic hand down there, because this next study looks

0:44:40.600 --> 0:44:43.759
<v Speaker 1>at prosthetic and robotic and human hands. Yeah, this is

0:44:43.800 --> 0:44:47.080
<v Speaker 1>in the original study. More He talks about the variable

0:44:47.120 --> 0:44:50.279
<v Speaker 1>creepiness of prosthetic hands. And I found I found this

0:44:50.320 --> 0:44:52.239
<v Speaker 1>interesting because I don't know about you, but but growing up,

0:44:52.280 --> 0:44:57.200
<v Speaker 1>I felt like crazy robot hands, especially we're everywhere like

0:44:57.239 --> 0:45:01.960
<v Speaker 1>every G. I. Joe show or he Man type franchise,

0:45:02.160 --> 0:45:04.560
<v Speaker 1>there's always somebody. It could be a villain, it could

0:45:04.560 --> 0:45:08.680
<v Speaker 1>be a hero. But there were crazy robot hands galore. Uh,

0:45:08.960 --> 0:45:11.279
<v Speaker 1>And I always found them cool, and I feel like

0:45:11.719 --> 0:45:13.640
<v Speaker 1>a lot of us probably even fetishized them to a

0:45:13.800 --> 0:45:16.359
<v Speaker 1>certain point, Like we we didn't understand what it would

0:45:16.440 --> 0:45:19.359
<v Speaker 1>necessarily be like to lose and lose a hand and

0:45:19.640 --> 0:45:23.279
<v Speaker 1>the shortfall and the ability of technology at the time

0:45:23.320 --> 0:45:27.839
<v Speaker 1>and even today to replace that missing limb, but we thought, well,

0:45:27.880 --> 0:45:30.719
<v Speaker 1>that looks cool. Superpowered robot hands signed me up. Right.

0:45:31.120 --> 0:45:34.279
<v Speaker 1>But back to the study two thousand thirteen University of

0:45:34.320 --> 0:45:37.920
<v Speaker 1>Manchester study, and they looked at prosthetic hands. UH. They

0:45:38.040 --> 0:45:42.080
<v Speaker 1>used of forty three right handed participants, thirty six female

0:45:42.120 --> 0:45:44.680
<v Speaker 1>and seven male, and they were all looking at photos,

0:45:44.680 --> 0:45:47.800
<v Speaker 1>and the photos were divided into three categories human hands,

0:45:48.120 --> 0:45:51.000
<v Speaker 1>robotic hands like no question about it, that's a robot

0:45:51.040 --> 0:45:54.759
<v Speaker 1>hand I'm looking at like straight up terminator exoskeleton or

0:45:55.120 --> 0:45:59.480
<v Speaker 1>or or even less human, and then prosthetic hands. The results,

0:45:59.640 --> 0:46:02.160
<v Speaker 1>I have to say, reading through some some of the

0:46:02.200 --> 0:46:04.680
<v Speaker 1>writing about this UH and the original press release, the

0:46:04.760 --> 0:46:09.120
<v Speaker 1>results were kind of confusing sounding. They the subjects here

0:46:09.120 --> 0:46:13.319
<v Speaker 1>preferred human hands and robot hands, but but rated and

0:46:13.360 --> 0:46:17.080
<v Speaker 1>certainly rated prosthetic hands is more uncanny, But prosthetics that

0:46:17.200 --> 0:46:22.760
<v Speaker 1>looked more human were less eerie. Okay, so, so something

0:46:22.800 --> 0:46:25.760
<v Speaker 1>that's clearly a robot that's not too creepy. Something's clearly

0:46:25.800 --> 0:46:28.440
<v Speaker 1>a human that's not too creepy. If something is a

0:46:28.560 --> 0:46:31.640
<v Speaker 1>robot trying to be human, that might be more creepy,

0:46:31.760 --> 0:46:35.640
<v Speaker 1>but as it gets better at being human, it's less creepy,

0:46:35.880 --> 0:46:37.560
<v Speaker 1>I think. So, I think that's my take. I mean,

0:46:37.640 --> 0:46:41.120
<v Speaker 1>it also makes me wonder if if the hand alone

0:46:41.760 --> 0:46:45.040
<v Speaker 1>is an is like a subset of the uncanny Valley,

0:46:45.040 --> 0:46:47.920
<v Speaker 1>because certainly if you're if you're just working with a

0:46:48.000 --> 0:46:50.799
<v Speaker 1>hand and trying to replicate the movements, the look, the

0:46:50.840 --> 0:46:53.920
<v Speaker 1>feel of a human limb for an observer, not we're

0:46:53.960 --> 0:46:55.840
<v Speaker 1>not going to even get into the the you know,

0:46:55.880 --> 0:46:59.440
<v Speaker 1>the problems of creating something that the user can experience

0:46:59.680 --> 0:47:02.480
<v Speaker 1>as a life like limb. But if you're just looking

0:47:02.520 --> 0:47:04.000
<v Speaker 1>at it, if you don't have to worry about its

0:47:04.040 --> 0:47:07.200
<v Speaker 1>eye contact, you don't have to worry about micro expressions. Uh,

0:47:07.239 --> 0:47:12.160
<v Speaker 1>it seems like it would be an easier peak to surmount. Yeah,

0:47:12.239 --> 0:47:14.799
<v Speaker 1>so that if that is in fact the correct interpretation,

0:47:14.800 --> 0:47:18.200
<v Speaker 1>that would seem to undercut the steepness in Maury's original

0:47:18.239 --> 0:47:21.319
<v Speaker 1>graph right on the on the final peak. Yeah, that's

0:47:21.320 --> 0:47:24.920
<v Speaker 1>I mean, that's what I'm wondering, because the hand had

0:47:24.920 --> 0:47:28.440
<v Speaker 1>taken in isolation, is if you thinking to be easier

0:47:28.480 --> 0:47:32.799
<v Speaker 1>to replicate? Yeah, uh and uncanny Valley. Let's face it,

0:47:32.840 --> 0:47:34.440
<v Speaker 1>when we talk about it, most of the time we're

0:47:34.440 --> 0:47:41.120
<v Speaker 1>talking about faces. Right now, Speaking of faces, there's another study. UM.

0:47:41.160 --> 0:47:43.920
<v Speaker 1>This is a two thousand and eleven University of California,

0:47:44.040 --> 0:47:47.399
<v Speaker 1>San Diego study. UM. This is published in the Social

0:47:47.480 --> 0:47:50.719
<v Speaker 1>Cognitive and Effective Neuroscience. And they did exactly what you'd

0:47:50.760 --> 0:47:53.880
<v Speaker 1>expect researchers to do when confronted with the Uncanny Valley.

0:47:54.160 --> 0:47:56.480
<v Speaker 1>Grab the f m r I and see what our

0:47:56.480 --> 0:47:58.680
<v Speaker 1>brains are doing when we're looking at all these images.

0:47:58.719 --> 0:48:02.239
<v Speaker 1>So all these fMRI I studies, all right, well, what

0:48:02.239 --> 0:48:04.440
<v Speaker 1>what did they find? All right, I'll roll through the

0:48:04.440 --> 0:48:07.040
<v Speaker 1>basics of the study here. So twenty subjects, not a

0:48:07.120 --> 0:48:10.040
<v Speaker 1>not a huge study here, aged twenty to thirty six.

0:48:10.480 --> 0:48:13.120
<v Speaker 1>And here were some of the caveats they had in

0:48:13.160 --> 0:48:18.200
<v Speaker 1>selecting these individuals. No experience working with robots, no time

0:48:18.239 --> 0:48:21.640
<v Speaker 1>spent in Japan, no friends or family from Japan because

0:48:21.640 --> 0:48:25.760
<v Speaker 1>they wanted to avoid uh, any you know, potential cultural

0:48:25.800 --> 0:48:28.239
<v Speaker 1>exposure that would have made them would make them more

0:48:28.360 --> 0:48:31.680
<v Speaker 1>accepting of androids. Okay, so the idea is that maybe

0:48:31.680 --> 0:48:36.480
<v Speaker 1>in Japan people just experience humanoid robots way too much. Already,

0:48:36.560 --> 0:48:40.520
<v Speaker 1>they're too they're acclimatized to them. Yeah, that that's the

0:48:40.360 --> 0:48:43.239
<v Speaker 1>the argument they made, and laying out the study, let's

0:48:43.400 --> 0:48:45.480
<v Speaker 1>let's not even go there, let's just deal with people

0:48:45.520 --> 0:48:48.680
<v Speaker 1>who have less exposure to robots. And they were shown

0:48:48.719 --> 0:48:53.000
<v Speaker 1>twelve videos of a humanoid robot named repley Q two.

0:48:53.160 --> 0:48:55.680
<v Speaker 1>Oh man, I'm looking it up right now. It's it's

0:48:55.760 --> 0:48:58.680
<v Speaker 1>it's rough. But well, they watch video twelve videos of

0:48:58.719 --> 0:49:01.640
<v Speaker 1>this robot doing there is things, and they were shown

0:49:01.760 --> 0:49:04.600
<v Speaker 1>videos of humans doing the same things. And in fact,

0:49:04.840 --> 0:49:09.440
<v Speaker 1>the robots movements and mannerisms were patterned directly after the humans.

0:49:09.480 --> 0:49:12.480
<v Speaker 1>So you had a you had a human version of

0:49:12.520 --> 0:49:15.920
<v Speaker 1>the actions, you had an android version of the actions, uh,

0:49:15.960 --> 0:49:18.560
<v Speaker 1>you know, a lifelike robot, and then you had a

0:49:18.560 --> 0:49:21.279
<v Speaker 1>a stripped down version of the androids. So basically the

0:49:21.360 --> 0:49:23.520
<v Speaker 1>android of all its skin ripped off, so it looks

0:49:23.560 --> 0:49:26.520
<v Speaker 1>more like a robot, clearly a robot, and it's doing

0:49:26.560 --> 0:49:29.920
<v Speaker 1>the same motions as well. So this broke it all

0:49:29.960 --> 0:49:33.040
<v Speaker 1>down to a human with biological appearance in movement, a

0:49:33.160 --> 0:49:36.560
<v Speaker 1>robot with mechanical appearance and mechanical motion, and a human

0:49:36.600 --> 0:49:41.160
<v Speaker 1>seeming agent with the exact same mechanical movements as the robot.

0:49:42.680 --> 0:49:46.239
<v Speaker 1>Then in came the f M R I scans. So

0:49:46.400 --> 0:49:49.520
<v Speaker 1>the main brain area of note here, the the area

0:49:49.520 --> 0:49:51.440
<v Speaker 1>that that that that lit up where we saw the

0:49:51.440 --> 0:49:57.759
<v Speaker 1>most activity, the parietal cortex on both sides of the brain,

0:49:57.840 --> 0:50:00.480
<v Speaker 1>specifically in the areas that connect the part of the

0:50:00.480 --> 0:50:04.640
<v Speaker 1>brain's visual cortex that process bodily movements with the section

0:50:04.719 --> 0:50:08.920
<v Speaker 1>of the motor cortex thought to contain mirror neurons. Okay,

0:50:08.960 --> 0:50:12.440
<v Speaker 1>so those would be like the empathy parts of the

0:50:12.440 --> 0:50:14.719
<v Speaker 1>brain where you know, we we see something going on

0:50:15.120 --> 0:50:17.759
<v Speaker 1>in some other creature like us, and we empathize with

0:50:17.800 --> 0:50:21.280
<v Speaker 1>it exactly. Yeah, So when viewing the human looking android,

0:50:21.480 --> 0:50:25.080
<v Speaker 1>the brain lit up at the recognition of a human form,

0:50:25.120 --> 0:50:29.320
<v Speaker 1>but registered essentially a computing error over the movement. Something

0:50:29.360 --> 0:50:32.480
<v Speaker 1>didn't match up. Uh so it's it's not. According to

0:50:32.520 --> 0:50:34.680
<v Speaker 1>this study, it would seem that it's not the biological

0:50:34.719 --> 0:50:38.839
<v Speaker 1>movement or the biological appearance, it's the congruents or lack

0:50:38.880 --> 0:50:42.040
<v Speaker 1>of congruents between the two. You look alive, but you're dead,

0:50:42.120 --> 0:50:44.440
<v Speaker 1>you look dead, but you move you or you speak

0:50:44.480 --> 0:50:47.719
<v Speaker 1>as if you're alive. Um. So, the researchers noted that

0:50:47.760 --> 0:50:52.520
<v Speaker 1>this is something that could be retuned through exposure, but

0:50:52.600 --> 0:50:55.440
<v Speaker 1>it could be at the heart of what's going on

0:50:55.560 --> 0:50:58.480
<v Speaker 1>with the Uncanny Valley. Interesting. Well, I think we should

0:50:58.480 --> 0:51:02.520
<v Speaker 1>look at one more study potentially providing recent support for

0:51:02.560 --> 0:51:05.239
<v Speaker 1>the existence of the Uncanny Valley, and then maybe after

0:51:05.280 --> 0:51:07.360
<v Speaker 1>that we should break and then come back next time

0:51:07.400 --> 0:51:10.360
<v Speaker 1>to get into the causes, what what would be causing

0:51:10.360 --> 0:51:13.759
<v Speaker 1>this effect and uh in the future. So I want

0:51:13.760 --> 0:51:15.640
<v Speaker 1>to look at a study that came out in two

0:51:15.920 --> 0:51:20.200
<v Speaker 1>sixteen in the journal Cognition by Mather and Ricling called

0:51:20.320 --> 0:51:24.839
<v Speaker 1>Navigating a Social World with Robot Partners. A Quantitative cartography

0:51:24.840 --> 0:51:29.040
<v Speaker 1>of the Uncanny Valley. Cute invocation of map making there

0:51:29.080 --> 0:51:31.120
<v Speaker 1>because it does kind of make sense. I like the

0:51:31.160 --> 0:51:34.440
<v Speaker 1>idea of mapping the valley because that indicates that it

0:51:34.520 --> 0:51:38.440
<v Speaker 1>may expand beyond just the one dimensional dip and is

0:51:38.480 --> 0:51:42.000
<v Speaker 1>in fact more of a topographical space, you know, like

0:51:42.040 --> 0:51:45.480
<v Speaker 1>we can extend into three dimensions. But anyway, so to

0:51:45.520 --> 0:51:47.799
<v Speaker 1>get into the study, the author's note that while the

0:51:47.920 --> 0:51:51.200
<v Speaker 1>Uncanny Valley has very strong intuitive support, people tend to

0:51:51.239 --> 0:51:54.240
<v Speaker 1>take it as fact. Experimental evidence for it has been

0:51:54.280 --> 0:51:58.240
<v Speaker 1>limited and inconsistent. As as we mentioned earlier, some studies

0:51:58.239 --> 0:52:01.200
<v Speaker 1>seem to find evidence for the valley. Others don't you know,

0:52:01.239 --> 0:52:05.160
<v Speaker 1>they say this, this isn't necessarily a thing. So there

0:52:05.200 --> 0:52:08.319
<v Speaker 1>are multiple experiments here. First, they did a thing that

0:52:08.360 --> 0:52:10.239
<v Speaker 1>I think was pretty smart. If they were trying to

0:52:10.320 --> 0:52:14.200
<v Speaker 1>chart a linear progression of the up and down peaks

0:52:14.200 --> 0:52:18.799
<v Speaker 1>and valleys, they tried to generate an objectively determined gradient

0:52:19.000 --> 0:52:22.640
<v Speaker 1>of more and less human looking robots. So what a

0:52:22.640 --> 0:52:25.040
<v Speaker 1>lot of these studies do is maybe along the macaques

0:52:25.560 --> 0:52:29.000
<v Speaker 1>study ideas, they show you a lawnmower man, they show

0:52:29.040 --> 0:52:32.239
<v Speaker 1>you a real person, they show you a robot, uh,

0:52:32.239 --> 0:52:34.200
<v Speaker 1>and they ask you to characterize you know, how do

0:52:34.239 --> 0:52:37.040
<v Speaker 1>you feel about these? What they did here is that

0:52:37.080 --> 0:52:40.720
<v Speaker 1>they gathered a very large sample or relatively large sample

0:52:40.800 --> 0:52:44.880
<v Speaker 1>of eight images quote from the wild, meaning from the internet.

0:52:45.400 --> 0:52:47.960
<v Speaker 1>So these wild type robots samples, and they had a

0:52:47.960 --> 0:52:50.840
<v Speaker 1>bunch of inclusion and exclusion criteria. I don't want to

0:52:50.840 --> 0:52:52.640
<v Speaker 1>get into all of them, but they tried to limit

0:52:52.719 --> 0:52:56.120
<v Speaker 1>it to where it would it would kind of throw

0:52:56.160 --> 0:52:58.719
<v Speaker 1>out all these variables. They could complicate things like they

0:52:58.760 --> 0:53:02.239
<v Speaker 1>tried to keep just certain types of pictures of faces

0:53:02.320 --> 0:53:06.480
<v Speaker 1>of real robots that are built and uh, and they

0:53:06.480 --> 0:53:09.120
<v Speaker 1>had some exclusion criteria like it couldn't be a well

0:53:09.160 --> 0:53:13.400
<v Speaker 1>known character, a famous person, um, it couldn't have objects

0:53:13.400 --> 0:53:16.359
<v Speaker 1>overlapping the face, It couldn't be a toy, it had

0:53:16.400 --> 0:53:19.120
<v Speaker 1>to be a real humanoid robot. And then they had

0:53:19.160 --> 0:53:22.800
<v Speaker 1>subjects rate these images on what they call the mechano

0:53:22.880 --> 0:53:27.080
<v Speaker 1>humanoid scale, basically to come up with an objectively derived

0:53:27.239 --> 0:53:31.000
<v Speaker 1>score for each image by using this this empirical research,

0:53:31.080 --> 0:53:32.640
<v Speaker 1>by going to a bunch of people and saying, hey,

0:53:32.680 --> 0:53:36.720
<v Speaker 1>how mechanical is this? How human is this? And then

0:53:37.080 --> 0:53:40.000
<v Speaker 1>after they had a rating for each of these eight images,

0:53:40.040 --> 0:53:43.200
<v Speaker 1>and Robert have included an image, uh, I think down

0:53:43.280 --> 0:53:46.120
<v Speaker 1>here to show you, like what all these robots where

0:53:46.120 --> 0:53:48.920
<v Speaker 1>you can kind of see. It starts with things that

0:53:48.960 --> 0:53:51.200
<v Speaker 1>look not human at all, just like a lump of

0:53:51.239 --> 0:53:54.880
<v Speaker 1>wires and junk, and then it proceeds up to something

0:53:54.920 --> 0:53:57.759
<v Speaker 1>that looks like a picture of a guy. Yes, yeah,

0:53:57.840 --> 0:54:01.759
<v Speaker 1>very much. So. You start off with very kind of

0:54:02.200 --> 0:54:05.839
<v Speaker 1>wally asque heads. When you move in through like like

0:54:06.080 --> 0:54:09.920
<v Speaker 1>skinless gremlins, and then through the sort of the the

0:54:09.960 --> 0:54:15.480
<v Speaker 1>expected hierarchy of humanoid robots. Okay, so they've got this thing,

0:54:15.520 --> 0:54:18.399
<v Speaker 1>and then they rate all these images and sort them

0:54:18.440 --> 0:54:22.520
<v Speaker 1>into an ascending scale of humanness. And then they took

0:54:22.640 --> 0:54:26.600
<v Speaker 1>ratings in multiple different ways of likability and trustworthiness. Now,

0:54:26.640 --> 0:54:30.600
<v Speaker 1>in likability, they claimed to find a robust uncanny valley effect,

0:54:30.600 --> 0:54:35.000
<v Speaker 1>where likability increased linearly with humanoid qualities up to a

0:54:35.040 --> 0:54:38.439
<v Speaker 1>certain point, and then it took a negative dip as

0:54:38.480 --> 0:54:42.080
<v Speaker 1>the humanoid qualities continued to increase past that point, and

0:54:42.120 --> 0:54:44.960
<v Speaker 1>then once again began to rise at the far end

0:54:45.000 --> 0:54:47.080
<v Speaker 1>of the scale. Now, one thing I want to say,

0:54:47.120 --> 0:54:49.440
<v Speaker 1>just looking at the results is it does not appear

0:54:49.800 --> 0:54:52.560
<v Speaker 1>that people were the most bothered by the things that

0:54:52.600 --> 0:54:56.400
<v Speaker 1>were the most human looking. Like given my understanding of

0:54:56.400 --> 0:54:58.759
<v Speaker 1>the uncanny valley, I would have expected the stuff at

0:54:58.800 --> 0:55:01.640
<v Speaker 1>the very top end the scale to be the most disturbing.

0:55:02.400 --> 0:55:04.680
<v Speaker 1>But they actually kind of liked the stuff at the

0:55:04.800 --> 0:55:07.960
<v Speaker 1>very top end of the scale. It was somewhere closer

0:55:08.000 --> 0:55:10.920
<v Speaker 1>to the upper half middle of the scale that they

0:55:10.960 --> 0:55:14.279
<v Speaker 1>really didn't like. Um, So, to whatever extent there is

0:55:14.320 --> 0:55:17.000
<v Speaker 1>a real uncanny valley, it might not lie so close

0:55:17.040 --> 0:55:20.200
<v Speaker 1>to the quote realism into the spectrum as we think.

0:55:20.840 --> 0:55:24.200
<v Speaker 1>They also performed some trust experiments by creating a scenario

0:55:24.280 --> 0:55:26.920
<v Speaker 1>where subjects would be asked to trust these robots to

0:55:27.000 --> 0:55:30.960
<v Speaker 1>invest money for them, and the results there were basically

0:55:31.040 --> 0:55:35.160
<v Speaker 1>they claimed that the trust uh experiments did show some

0:55:35.280 --> 0:55:37.759
<v Speaker 1>Uncanny Valley effects, but the results were a little more

0:55:37.800 --> 0:55:42.759
<v Speaker 1>complicated than on the straightforward superficial likability scale, the likability

0:55:42.920 --> 0:55:47.400
<v Speaker 1>really did look like Uncanny Valley was being displayed. They

0:55:47.440 --> 0:55:51.800
<v Speaker 1>also performed experiments with a more traditional quote controlled series

0:55:51.800 --> 0:55:54.319
<v Speaker 1>of composed face images, so it would just be a

0:55:54.400 --> 0:55:58.560
<v Speaker 1>series of basically the same face as a robot than

0:55:58.640 --> 0:56:00.919
<v Speaker 1>a little bit more human, little it more human, little

0:56:00.920 --> 0:56:04.040
<v Speaker 1>bit more human on this gradient of human nous. And

0:56:04.120 --> 0:56:06.920
<v Speaker 1>they generally claim to find that there was evidence for

0:56:06.960 --> 0:56:10.640
<v Speaker 1>the Uncanny Valley effect in both likability and trust with

0:56:10.880 --> 0:56:14.959
<v Speaker 1>both the wild caught robot image samples and with these

0:56:15.000 --> 0:56:18.760
<v Speaker 1>composed face images that they came up with, But as always,

0:56:18.840 --> 0:56:21.160
<v Speaker 1>more studies are needed. But that looks like there is

0:56:21.760 --> 0:56:26.000
<v Speaker 1>one study showing pretty solid evidence that there is something

0:56:26.080 --> 0:56:29.200
<v Speaker 1>like an Uncanny Valley effect. Yeah, and I like the

0:56:29.239 --> 0:56:32.680
<v Speaker 1>idea that that that that it's it's an uncanny valley.

0:56:32.800 --> 0:56:36.080
<v Speaker 1>But maybe it's just a more more nuanced from a

0:56:36.239 --> 0:56:40.720
<v Speaker 1>topographical standpoint. You know, they're they're more a little little

0:56:40.760 --> 0:56:44.720
<v Speaker 1>bumps and little valleys within the overall valley, little caves

0:56:44.760 --> 0:56:48.239
<v Speaker 1>you can crawl into and just yourself inside, and maybe

0:56:48.239 --> 0:56:51.040
<v Speaker 1>even caves that turn into tunnels that emerge on the

0:56:51.040 --> 0:56:53.359
<v Speaker 1>other side. Yeah, that that's an interesting thing. I mean,

0:56:53.480 --> 0:56:55.480
<v Speaker 1>like they point out that there's a lot of variability

0:56:55.520 --> 0:56:58.160
<v Speaker 1>in their data. Actually, like it wasn't um If you

0:56:58.320 --> 0:57:01.799
<v Speaker 1>look at their their plot chart of where all the

0:57:01.880 --> 0:57:04.120
<v Speaker 1>data points fall and then they plot a line going

0:57:04.120 --> 0:57:06.080
<v Speaker 1>through it, If you plot a line going through all

0:57:06.120 --> 0:57:08.799
<v Speaker 1>their data, it does show the uncanny valley effect. But

0:57:09.120 --> 0:57:11.800
<v Speaker 1>you know, there there are outliers all over the place,

0:57:12.200 --> 0:57:15.680
<v Speaker 1>like there is some there are some robots that are

0:57:15.719 --> 0:57:18.960
<v Speaker 1>just consistently more like more than the other ones. I

0:57:19.000 --> 0:57:21.720
<v Speaker 1>find it interestingly that the some of the higher rated ones,

0:57:21.840 --> 0:57:25.400
<v Speaker 1>or at least I think what number seventy nine in particular,

0:57:25.800 --> 0:57:30.880
<v Speaker 1>kind of looks like a generic human as opposed to say,

0:57:30.920 --> 0:57:33.320
<v Speaker 1>go down to seventy four that looks like a very

0:57:33.320 --> 0:57:36.360
<v Speaker 1>specific human, Like if I had to pick him or

0:57:36.480 --> 0:57:40.880
<v Speaker 1>pick the human he's patterned after assumingly out of a

0:57:40.920 --> 0:57:43.320
<v Speaker 1>police lineup. I feel like I'd be able to do it,

0:57:43.360 --> 0:57:46.080
<v Speaker 1>but also seventy four looks angry. I'm sorry, folks, you

0:57:46.120 --> 0:57:49.120
<v Speaker 1>can't see what we're talking about, but it's frowning at you,

0:57:49.560 --> 0:57:52.520
<v Speaker 1>kind of like should I kill all humans or just

0:57:52.960 --> 0:57:55.760
<v Speaker 1>shrug it off? And maybe two day's the day that

0:57:55.840 --> 0:57:59.080
<v Speaker 1>does introduce There are a lot of complicating factories here,

0:57:59.080 --> 0:58:01.919
<v Speaker 1>and the authors icknoled this, like these images don't all

0:58:01.960 --> 0:58:05.120
<v Speaker 1>have necessarily the same emotional affect, like some of them

0:58:05.160 --> 0:58:09.040
<v Speaker 1>seem happy, some seem unhappy. There's enough variability across the

0:58:09.080 --> 0:58:12.960
<v Speaker 1>board that you can think you're getting a reasonably decent

0:58:13.120 --> 0:58:17.520
<v Speaker 1>answer when you plot reactions across all samples. But yeah,

0:58:17.680 --> 0:58:20.680
<v Speaker 1>there's definitely a lot of different stuff going on here

0:58:21.000 --> 0:58:24.760
<v Speaker 1>in addition to just being more or less human. I

0:58:24.800 --> 0:58:27.600
<v Speaker 1>like how thirty four on our on our chart here

0:58:27.880 --> 0:58:31.840
<v Speaker 1>it seems to rely heavily on animated mustache and eyebrows.

0:58:32.000 --> 0:58:34.040
<v Speaker 1>Oh yeah, what is that? It looks like a It

0:58:34.080 --> 0:58:37.160
<v Speaker 1>looks like a very mustache. I can't add to what

0:58:37.240 --> 0:58:40.120
<v Speaker 1>you've just said. It's got a white mustache and brow

0:58:40.240 --> 0:58:43.000
<v Speaker 1>and beard, and it's saying, oh boy, it looks like

0:58:43.280 --> 0:58:46.080
<v Speaker 1>a lot of these incomplete puppets are stripped awaite puppets,

0:58:46.080 --> 0:58:47.800
<v Speaker 1>you see where they're like, all right, we got a

0:58:47.840 --> 0:58:49.280
<v Speaker 1>lot of work to do on this thing, but at

0:58:49.320 --> 0:58:51.320
<v Speaker 1>least we got the eyebrows and a mustache in place.

0:58:51.400 --> 0:58:53.600
<v Speaker 1>But see, I find that one very likable. It doesn't

0:58:53.640 --> 0:58:56.360
<v Speaker 1>look very human at all, but it's very I want

0:58:56.360 --> 0:58:58.640
<v Speaker 1>to play with it. Yeah, okay, Robert, Well, we've got

0:58:58.680 --> 0:59:00.200
<v Speaker 1>a bunch of more stuff to talk about, but think

0:59:00.240 --> 0:59:02.480
<v Speaker 1>we should call it there and come back and finish

0:59:02.480 --> 0:59:05.439
<v Speaker 1>our discussion of the Uncanny Valley next time. Yeah, we'll

0:59:05.440 --> 0:59:07.920
<v Speaker 1>get into we'll go be on the Uncanny Valley. Yeah,

0:59:08.000 --> 0:59:10.840
<v Speaker 1>so we'll we'll talk about what might cause the Uncanny

0:59:10.880 --> 0:59:13.920
<v Speaker 1>Valley effect to whatever extent it does exist, and we

0:59:13.960 --> 0:59:17.320
<v Speaker 1>can talk about you know, what happens when you ascend

0:59:17.440 --> 0:59:21.000
<v Speaker 1>that that far slow? All right? Well, hey, in the meantime,

0:59:21.240 --> 0:59:23.360
<v Speaker 1>head on over to stuff to Blow your Mind dot com.

0:59:23.400 --> 0:59:25.840
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0:59:25.920 --> 0:59:29.240
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0:59:29.240 --> 0:59:31.720
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0:59:31.760 --> 0:59:34.440
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0:59:34.480 --> 0:59:37.280
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0:59:37.320 --> 0:59:39.360
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0:59:39.440 --> 0:59:41.960
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0:59:42.000 --> 0:59:43.720
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0:59:43.760 --> 0:59:45.880
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