UncannyValley

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  • Video: HRP-4C 'fashion robot' is getting married, won't shut up about it

    by 
    Thomas Ricker
    Thomas Ricker
    07.23.2009

    Ok, ok, "she" isn't really getting married, that would be illegal outside of Massachusetts. Besides, HRP-4C is already hitched, apparently, to her creator Kazuhito Yokoi who appeared at the Osaka fashion show dressed in a tuxedo. Looking wobbly, perplexed, and creepy as hell, HRP-4C bravely slipped on a helmet of taffeta and lace in what's being called her first professional runway appearance. The crowd seemed to enjoy it until HRP-4C turned on them with her green lasers. Really, see for yourself in the unsettling video embedded after the break.[Via Crave]

  • Philosony: Who let the - uh - simian out?

    by 
    kylie prymus
    kylie prymus
    09.13.2008

    Pet simulators have come a long way since our English teachers were giving us detention for trying to feed our pathetic, whimpering beeping Tamagotchi in class. Now we've got simulated dogs for our handhelds and virtual animals to keep our virtual people company on our PC. With the development of better robotics we've even seen geek's best friend jump through the LCD and follow us into tangible world. By this time next year (hopefully!) we should have a new kind of digital cuteness to keep us amused when no one is watching - the EyePet. I recently wrote about some of the difficulties beyond realistic rendering that developers face when trying to make us emotionally attached to a character. Human behaviors and emotions are so much more difficult to mimic than those of animals, no matter how abstract. You'd find me silently weeping for the destruction of little Metal Gear Mk. II long before I'd be shedding tears for Solid Snake. Why is it easier to evoke a nurturing and protective instinct in a virtual pet than in a virtual human?

  • New modeling technology breathes life into animation

    by 
    Darren Murph
    Darren Murph
    08.19.2008

    Ask any animation modeler about the "uncanny valley," and you're sure to get at least a grimace, if not a groan. Said term describes the long-standing barrier which refers to the perception that "animation looks less realistic as it approaches human likeness." Image Metrics is hoping that a newfangled approach used to create Emily (pictured) will finally allow animations to look more like humans and less like "corpses." As you could probably surmise, the secret is the tech's ability to survey and replicate the most subtle of movements, though even Raja Koduri, chief technology officer in graphics at AMD, doesn't see the line between reality and fiction being blurred before 2020. We'll see what Emily's posse has to say about that.[Thanks, Przemek]

  • Warning: This dog bites!

    by 
    kylie prymus
    kylie prymus
    08.02.2008

    Kylie Prymus is the first columnist for PS Fanboy. A Ph.D candidate in philosophy, Kylie specializes in the sociology of technology. Through this new weekly column, Kylie will explore the impact of PlayStation on thought and culture. I'm talking about this dog. Not just any dog. The Big Dog. It may not have teeth (though I'm sure those servo-motors could put a hurtin' on) but when I was shown this video earlier in the week I felt sure it had taken a few nips at my soul. Cut the dog down to two legs and increase its size tenfold and you've got a nearly perfect real life version of the Geckos from MGS4. While I've mentioned MGS4 to a greater or lesser degree in previous columns, thus far I've avoided tackling anything in the game head on. This is largely because, as readers of my last post are aware, my PS3 is several states away and I haven't been able to watch play the game through to its conclusion. Don't worry, I'll pick up Snake's saga in a couple weeks (he's at the front of the line just ahead of Niko and Zack), but I should be able to make a few observations about the game given what I have played (up to the middle of Act 3). If you haven't yet done so I suggest you hit the first link above and check out the video of Big Boss Dog.

  • Video: Japan's oldest robot reanimated -- writes poetry, hits on your girlfriend

    by 
    Thomas Ricker
    Thomas Ricker
    04.25.2008

    Japan's oldest "modern" robot -- the 10-foot, 6-inch GakuTenSoku -- has been awakened in Japan. Gone are the inflatable rubber tubes of the original 1928 android build by biologist Makoto Nishimura. The bot now tilts its head, moves his eyes, smiles, and puffs out his cheeks thanks to a $200,000, computer-controlled, pneumatic-servo makeover. While nothing compared to his modern offspring, GakuTenSoku still manages to creep us the hell out. On display at the renovated Osaka Science Museum starting July 18th. Video after the break.[Via Impress]

  • CB2 Child Robot is possibly the most disturbing machine ever built

    by 
    Conrad Quilty-Harper
    Conrad Quilty-Harper
    06.03.2007

    Imagine if someone, somewhere managed to find the exact formula for producing the most perfectly awful example of the uncanny valley (say, for a horror movie or something). Now, accept the fact that this organization is the Japanese Science and Technology Agency, and that they managed to produce the most disturbing machine you've ever seen, without even realizing it. The 33 kilogram CB2 is literally beyond words in its freakiness, not only in its nailing of the uncanny valley, but in its description. Apparently it emulates "the physical ability of a 1- or 2-year-old toddler, can turn over and stand up with assistance," has 51 compressed air-powered actuators, and has 200 tactile sensors in its "skin." It sends so many shivers up our spine to think of the CB2's lifeless putty coating as "skin" that it's a wonder we're even able to continue typing. Seriously, just so that we can stop and move onto something else a little more human (heck, even a motherboard feels homely next to this), go check out the video after the break of the horrifying little thing writhing about on the floor.[Via Tokyo Times; thanks Dave]

  • Sega Toys' Dream Pony is one freaky robot

    by 
    Evan Blass
    Evan Blass
    09.15.2006

    Remember the Uncanny Valley? It's that place where robots look very much like the biological entities that they're meant to emulate, but just dissimilar enough to give them a very creepy appearance. Well we'd suggest that Sega Toys' upcoming Dream Pony falls squarely into the valley, as the 4-foot tall bot certainly resembles a real mini horse -- though as you can see in the pictures (both here and after the jump), it probably has the potential to really freak people out. Nonetheless, Sega is confident that this latest addition to its zoo of robotic pets will be popular enough among little girls (and immature men such as ourselves) that it can move 10,000 of these strange toys per year. Since you wouldn't pay $600 for a stuffed animal that just sat around looking weird, Dream Pony -- a virtual doppelgänger for Hasbro's Butterscotch -- responds to visual, audio, and tactile stimulation by jerking its head around or emitting a frightened whinny, among several other forms of exciting feedback. Although this robopony won't actually trot around the neighborhood like the real one your parents would buy you if they weren't so stingy, you can still sit on its back (assuming you're under 80 pounds) and "feed" it a plastic carrot over and over again. All-in-all, the Dream Pony doesn't really seem to provide the kind of long-term playability you'd get from an Xbox or a Robosapien, but once your little girl starts begging and whining for one, you'll have little choice but to welcome Dreamy into your home.[Via Pink Tentacle]

  • Wii and the psychology of cartoony graphics

    by 
    Alisha Karabinus
    Alisha Karabinus
    07.24.2006

    To devoted fans, Nintendo's frequent use of cartoony graphics is comfortable and familiar. To others, they represent the company's biggest hurdle when it comes to dominating the American market (again). Over at Next-Gen, however, there's an interesting look at the psychology of cartoon graphics even beyond the issue of the uncanny valley. The Next-Gen piece focuses on "big heads" in Japanese games and points out that for many, those are familiar images associated with happy childhood memories -- and that association is a lock when it comes to selling games, whereas the discerning Japanese consumer might turn their collective noses (and wallets) up at a game that falls short of photorealism. With the imminent release of Wii -- and Wii Sports -- the question of pure fantasy graphics versus near-photorealism becomes more important. Nintendo is marketing Wii Sports toward a huge all-ages audience, but how will big heads play at grandma's house in Peoria? Some might point at the response to Gamecube offerings like Legend of Zelda: The Wind Waker, but that may not be entirely accurate. To most gamers, the business of Zelda is a deadly serious one, after all; we care about Link and we want to see him grow up and get some Princess action. Childlike (or Hermey-like?) Link didn't do it for a lot of dedicated Zelda fans. But what if we'd had a Wiimote to keep us company on the high seas? The Wii controller seems designed to remind us that hey, these video game things are supposed to be fun! Sure, you can simulate real movements in a golf game, but that doesn't translate to real skill on the green. So forget about that and just have a good time.The Next-Gen article is largely speculative, and doesn't have much bearing on those of us slavering for the Wii release, but it does raise some questions about the cultural gap between gamers of the East and West. Wii Sports may not have true big-head avatars, but they are definitely cartoony. Can these blocky characters break down the walls that separate gamers and everyone else? That may be the first challenge for Nintendo's Wii philosophy.[Via Joystiq]

  • Heavy Rain in the "Uncanny Valley" [update 1]

    by 
    Conrad Quilty-Harper
    Conrad Quilty-Harper
    05.18.2006

    Clive Thompson over at collision detection has spotted a very bad example of the "Uncanny Valley" rearing its ugly head (literally) in the trailer for the upcoming PS3 game, Heavy Rain, the sequel to Fahrenheit: Indigo Prophecy. The theory of the "Uncanny Valley", realized by Japanese robotics engineer Masahiro Mori, states that people's attitudes towards robots (or in-game characters) will become negative at the point at which the model is regarded as "almost human". Characters that lie within the valley are technically realistic, but their subtle differences compared to real humans freak us out.This trailer well and truly scrapes the bottom of the valley: the poor lip animation, the glazed eyes and the lifeless skin combine to make the model look like a mash-up of Sofia Coppola and a deformed porcelain doll (ouch!). Now that console hardware is capable of near-CGI quality graphics, game developers and artists better watch their backs if they don't want to unintentionally scare their customers. As for designers of horror games, they can quite happily add another tool to their belt.[Via collision detection]Update: added an extra word that restored sense to the sentence (and to life, the universe and everything).