uncanny valley

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  • Flobi robot head realistic enough to convey emotions, not realistic enough to give children nightmares (hopefully)

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    08.16.2010

    We've seen our fair share of robots meant to convey emotions, and they somehow never fail to creep us out on some level. At least Flobi, the handiwork of engineers at Bielefeld University in Germany, eschews "realism" for cartoon cuteness. But don't let it fool you, this is a complicated device: about the size of a human head, it features a number of actuators, microscopes, gyroscopes, and cameras, and has the ability to exhibit a wide range of facial expressions by moving its eyes, eyebrows and mouth. The thing can even blush via its cheek-mounted LEDs, and it can either take on the appearance of a male or female with swappable hair and facial features. And the cartoonish quality of the visage is deliberate. According to a paper submitted by the group to the ICRA 2010 conference, the head is "far enough from realistic not to trigger unwanted reactions, but close enough that we can take advantage of familiarity with human faces." Works for us! Video after the break. [Thanks, Simon]

  • 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.

  • Real Bowser stalks our nightmares

    by 
    Chris Greenhough
    Chris Greenhough
    04.29.2008

    Back in March, this realistic depiction of Mario made us hide beneath our beds, though that was nothing compared with the horrors of what followed.Now, some twisted internet japester has reinvented Bowser in a similar fashion. Gone is the happy-go-lucky Bowser, the ultimately lovable, pantomime-esque villain with an addiction to kidnapping royalty. And in his place? Teeth. Scales. Leathery flesh. Claws that could rip through a plumber's torso like a warm knife through butter. Please, won't somebody think of the children us?Creep apprehensively past the break for the full image.

  • 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]

  • Real Mario just got a lot scarier

    by 
    David Hinkle
    David Hinkle
    04.10.2008

    If a the above image wasn't enough of a scare for you, then know that some person who is very much interested in causing you nightmares has decided to go and animate the thing. That's right, this "real-life Mario" now actually speaks and blinks its eyes. We suggest you only click through to the animated picture if you want to: scare children not sleep tonight know what the face of evil looks like

  • Super Real Mario Brother is super unpleasant

    by 
    Candace Savino
    Candace Savino
    03.17.2008

    Poor Mario. Thanks to this simulated image of what he might look like in real life, the internet has turned against him. You often don't hear words like "creepy" and "pedophile" associated with the portly plumber, but with this picture, it's hard to think anything else.Even so, this image (which was created by Pixeloo using Photoshop CS2) isn't completely fair to the lovable Nintendo hero. For example, why are his eyes so unrealistically big? Also, that thing on his mouth looks more like a raccoon tail than an actual 'stache. Still, this is certainly an interesting conversation piece -- one that makes us hope that Mario will continue looking cartoony for eternity. A realistic looking Mario definitely enters the Uncanny Valley, which is one place our favorite plumber should never dare to venture.[Thanks, Mark and Mikey!]

  • Express yourself, come on and do it...

    by 
    Chris Chester
    Chris Chester
    02.20.2008

    Over the years, most of us have grown accustomed to the typical avatar gestures... /wave, /kiss, /kneel, and the like. Even some of the more outlandish emotes have their place, like /robot or /rude. Of course, this kind of thinking is not out of the box! Since most people labor under the assumption that the money is to be found out of the box, you can pretty well kiss the box goodbye! For Bob Moore of Terra Nova, the most unbox-like development in the MMO sphere is in what he calls "free gesticulation," a technology capable of reading the physical movements of a player and translating them on-screen to their avatar of choice.The gesture system that exists in games today, coupled with a competent VOIP solution, is adequate for most of your basic communication needs. Standalone gestures like waves, nods, and bows do just fine by their lonesome, and informative pointing gestures work particularly well with VOIP software. But what of expressive or descriptive gestures? Moore suggests that these previously untapped lines of communication could open up whole new avenues of gameplay possibilities, particularly for role players. And best of all, the technology is extremely close to mainstream. All we need is for somebody to implement it. You can practically /kiss the uncanny valley goodbye!

  • Heavy Rain devs have "conquered" the Uncanny Valley

    by 
    Nick Doerr
    Nick Doerr
    12.18.2007

    Quantic Dream, developers of the mysterious Heavy Rain title, let their co-founder, Guillaume de Fondaumière, talk about development of their game. First off, Guillaume (we'd like to call him Fondie, but we'd hate to be so informal) claimed having their own motion capture studio was more useful than outsourcing because they're on their own time and not someone else's -- meaning they can get more out of the tools because they've got them down the hall from the bathroom, so to speak.The problem with their initial video, many people cried, was the inability for viewers to suspend disbelief. Some emotions seemed awkward and the mouth movement of the character was a bit twitchy at times. However, Guillaume claims that "I can officially announce that there is no uncanny valley any more, not in real-time." If this turns out to be true, it's a real breakthrough for the industry and something the PS3 can claim was done on its console alone. Bragging rights, or something. In light of this new technology, more A-List Hollywood actors are showing interest in taking part in this new virtual medium -- a way to change their image without heavy makeup.Sony's in control of when any footage gets released. We expect a new trailer or a surprise demo to be wandering around in Home when it launches. Just our two cents. Working for Sony has been great, Guillaume says, since out of all the companies, Sony seemed to understand and really connect with the idea behind the game. Plus they applaud the versatility and power of Sony's machine. This isn't to say they aren't working on games for other consoles, but if Heavy Rain performs well critically and sells decently, we wouldn't be too shocked if the two signed up together for a while.

  • 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]

  • CGI night elf causes screaming in uncanny valley

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    05.04.2007

    That sound you hear is the uncanny valley screaming out in terror. This latest completely CGI woman created by artist Max Kor blows our mind. Originally created to be a submission in a World of Warcraft contest, Kor says he didn't submit it because he couldn't finish the project in time -- something about details getting in the way. We can't imagine what he's talking about. Kor says on his site, "When I begin personal projects, I have a habit of starting something not knowing exactly what it should look like, but still imagining some very small and unimportant details that definitely should be there. While it may be seen as very unprofessional, that's what makes it fun; exploring the possibilities along the way" Yeah, unprofessional is the last thing we'd ever describe this as. Kor goes through the step-by-step process detailing the development of the night elf on the CGSociety website. We have to echo our sister-site WoWInsider in saying that if we didn't see how she was created (snapshots shown after the break), we'd swear it's a woman in make-up. Unbelievable work.[Via WoWInsider]

  • 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).