Why the Uncanny Valley Doesn't Really Matter
malachiorion writes "Are humanoid bots and CGI characters still crawling their way out of the Uncanny Valley? Maybe, but maybe it doesn't matter. Here's a cold, hard look at a popular robotics theory that might have no legs to stand on, android or otherwise. It's everything that seems wrong and irrelevant about the Uncanny Valley that I wasn't able to fit into this month's Popular Mechanics cover story on social bots."
TFA says that
- it may be more nuanced than people originally thought [i.e. the "absolute level of human-likeness" may not be the problem, but mismatched levels [great skin, awful eyes don't go together and are jarring]
- may have gender bias
- seems to depend on you viewing something remotely in 2d vs interacting with something real in the same room [the latter didn't seem to engender the same creepyness in those tested]
Since I don't live in japan nor do I visit robotics labs, I don't have much occasion to interact with near-humanoid robots. So my UV experiences are limited to movies and video games.
I remember seeing the Final Fantasy: Spirits Within movie in the theater and just minutes into the movie I was convinced I was looking at real humans. Or rather, there was nothing in the film that made me dissociate with the characters; they were as "real" to me as watching actors. I kept trying to "zoom out" of the movie/picture and try to critically evaluate the job they did rendering the characters, but I kept defaulting to treating them as humans and getting sucked back into the movie. Mission accomplished on their part, i guess.
I think the UV effect is definitely apparent in 2D matter -- as a fan of anime I am more inclined to "accept" characters that are absolutely impossible.. both physically and emotionally.. but which do not attempt to persuade me they are more than they are. Yet when video game makers get something slightly wrong it _is_ a jarring experience. I've seen video game cutscenes where there are clearly a lot of polygons and textures and art time involved...but something just seems off and instead of you being wowed [or ideally, _not wowed_] you are left feeling disappointed. You know everyone worked hard to try and make the scene but they absolutely did not pull it off.. and the game experience is worse as a result. Mistakes that land your artwork into the "UV" category turn people into videogame/art critics instead of people enjoying an interactive experience.
My opinions are my own, and do not necessarily represent those of my employer.
went on their famous expedition, there was a black guy in their group, york
http://en.wikipedia.org/wiki/York_(explorer)
the native americans would stand in slack jaw amazement at york, as if he were possessed of magic. they never saw a black man before. york would further dumbfound them by taking out and reinserting his false teeth
meanwhile, consider the cantina scene in star wars: aliens of extreme forms, and humans mingling in with them as if no big deal
both the cantina scene and york's experience are the truth: our amazement at first is profound and very real at seeing new ethnicities/ life forms. but it also wears off very quick
we can get used to interacting with anything. the uncanny valley is real, but its also very temporary
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you owe me 11 replacement dolphins
Wasn't impressed with the article.
He calls the Uncanny Valley "a groundless thought experiment", when it's really a simple description of a phenomenon that I (and presumably many other people) have experienced.
He goes on to say that people aren't frightened by humanoid robots. My experience with the uncanny has never frightened me. It's more of a vague repulsion and an emotional disinterest.
He then goes on to talk about a series of robots that aren't nearly human-like enough to trigger the uncanny valley phenomenon. Honestly the phenomenon seems much more relevant to the computer graphics world than it does to robotics at this moment in time.
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Asimov's robots were nearly all humaniform, and the reason is simple and explained in the stories -- we have a lot of tools that have been designed to fit human hands and feet and eyes and ears. Wheeled robots can't cope with stairs, so legs are the logical choice (although it could be said that three or four might be better than two). Lets see your Roomba clean the stairs! Now, had you a humaniform robot you would have no need for a roomba, as the humaniform robot could operate your existing Hoover, as well as your dishwasher, lawnmower, etc.
At least one Asimov robot wasn't humaniform. The short story "Sally" had vehicles outfitted with positronic brains.
Free Martian Whores!
I thought dogs just generally chased, attacked, and ate just about anything i.e. squirrels, rabbits, cars, postal employees, spherical objects, non-spherical objects, dirt, rocks... As for sharks, I'm under the impression that their perception of the world can be classified by "to be eaten" and "to be ignored" wheras dolphins are simply reacting to their presence on the former list. That said, I could be swayed if some sources were provided.
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Careful. Dolphins are highly intelligent and sharks are death with fins. If they *do* become friendly, you're looking at Deep Blue Sea.
(Though the opportunity of Samuel L Jackson being tired of these motherfucking sharks and dolphins on this motherfucking marine biology lab is too good to pass up.)
I think a key problem here is simply that humanity has evolved elaborate behaviors and telltales for communication even without intent. For example, in a store there are distinct differences in the behavior of someone looking for something versus someone walking purposefully to a destination. Irritation is easily transmitted. What this means is that for the typical human, there are limits to how well they can deceive another human. I think that's one of the causes of the uncanny valley. If you're in the valley, then the behavioral cues either cannot be interpreted or even worse are merely a skin that can be readily changed.
Violations of these behaviors and evolved protocols can really upset us. For example, a scene in Terminator II shows the evil robot of the movie (which can take anyone's form that it kills) has earlier (unknown to the audience) taken over the form of a woman talking on the phone to her son. The audience senses something is wrong, the dog is barking hectically outside and the woman is trying suspiciously to milk the son for information on his location. She gets the name of the dog wrong. It's only then that we know she's the killer robot. Right after the call ends, we find the robot also killed the husband of the woman while casually talking on the phone. Think about that. Someone who can chat on the phone without even a trace of emotion or extertion while killing a person at the same time. Bladerunner explores this to great extent (the opening scene is a great example). Silence of the Lambs is in part about a hideous serial killer who shows no remorse and reveals of himself only what he wishes.
We are scared of people who can lie and kill without the deed showing in their behavior and that fear is readily milked in many movies about murderous robots and calm psychopaths. I believe this is part of the uncanny valley. We've evolved over time to share a common nonverbal system of communication. Anything which can exploit this system, be it beings that don't look quite right or can deceive us completely and effortlessly, triggers a warning in us.
He only briefly mentions the Polar Express movie that had a really big uncanny valley problem.
If you have seen the movie, you know what it is, it looks at once so real and at the same time is a Bugs Bunny cartoon. The two just don't match.
There is a reason movies like Madagascar, Wall-E, Up etc despite being drop dead gorgous use clear cartoony looks ESPECIALLY for their characters. And while it is acceptable for the plane in Madagascar 2 to bounce like cartoon plane because it is clear that no matter how accurately it is rendered it is NOT a real aircraft. But the train in Polar Express DOES look real and real trains do not behave like that.
It is the superman problem. Spiderman can swing from wall to wall because it slightly makes sense, sense enough perhaps. Superman being able to lift an Island doesn't. Stopping a train. That has nothing to do with strength anymore, but with conversion of energy. He may be strong enough, but we know the ground isn't.
The uncanny valley is NOT something not looking right, but us knowing that the real thing looks or behaves different. It is why walking is SO hard to do in any animation. Most animation showing walking has a problem with slipping, it looks immidiatly wrong to us.
A robot, and no robot so far looks anything like a real human, just doesn't look real enough to trigger the feeling that it is wrong.
The uncanny valley is not restricted to animation or future robots. Ordinary humans got it as well, watch someone with a glass eye or scarring that is not obvious anymore but still large. Burn victim with a lot of corrective surgery whose face is close but at the same time a million miles removed. A burn victim with just a huge nasty scar might be shocking, but that is soon passed, but that face that is almost normal but isn't, that gets the constant stares.
The uncanny valley is not a theory or a measurement, it is simply the observation that people accept a :) as a face but a 99% realistic rendering is instantly picked as fake NOT for missing a pixel but because the eyes are at an unnatural angle.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.