Lomography and the Uncanny
by Michael Arnzen ~ January 30th, 2010“Archaeological Photography, the Uncanny Valley, and Lomography” by Colleen Morgan touches on the way documentary images of archaeological sites use particular photographic techniques to produce an uncanny effect (whether consciously or not). I hadn’t heard of “lomography” before, which Morgan describes:
“lomography…employs low-quality toy cameras for an intentionally “bad” photograph that is blurry, off-color with light leaks. These photos are more atmospheric but obviously not as accurate. They contribute to an aesthetic of decay that compliments the subject. HDR is too precious to me, too bejewelled and fantastic. Lomography represents a more “accurate” view of the past in that it is hazy, hard to discern, never quite all there”
I’m reminded of horrorshow gimmicks, of course. But looking at the images on this site got me thinking about the way that these photographs not only represent an eerie scene, but how the camera lense substitutes for the healthy eye of the viewer; our very perception is “decayed”…ergo the specter of death is felt as interior, subjective, and what the ph0tograph captures is not a haunted space, but a space which we inhabit and haunt, if only for the the momentary duration of the initial affect of uncanny. (The HDR photographs, too, could be said to similarly introject the subjectivity of the cyborg).
Related, but different: lomography is a nostalgia fetish for toy and archaic/outmoded cameras and film technology of the past. Lomography.com reveals this fascination with toy cameras in all its glory.
In the digital and mobile millennium, we are seeing a shift in the ground of the uncanny, away from the home to the experience of being in the world through its representations of time and place. Analog has become the Other.
Video Games and the Uncanny Valley: Photorealism vs. Stylization
by Michael Arnzen ~ January 18th, 2010James Portnow and Daniel Floyd present a very articulate explanation of ‘uncanny valley’ theory for game developers in their animated lecture series for Edge-Online, “Video Games and the Uncanny Valley”. I particularly like the explanation of the pros and cons to the two strategies game designers and animators are using to approach the ‘problem’ — photorealism and stylization.
The Uncanny Design of Robot Heads
by Michael Arnzen ~ November 7th, 2009While theories of the “uncanny valley” are debatable (see Hanson’s “Upending the Uncanny Valley” (.pdf)), the quest for human-like androids and automatons continue to compel their designers. At Carnegie-Mellon University’s anthropomorphism.org, I found an interesting early study of robot head design that shows how these designers sometimes make choices about when to make robots anthropomorphic (human-like), and when to avoid such resemblance.
In “All Robots Are Not Created Equal,” by Carl F. DiSalvo (et. al, 2002), analyzes the human perception of the humanoid robot head in alarming detail, from the length between the top of the head and the browline, to the diameter of the eyeball, to the distance between pupils. The researchers want to know: how human should a robot head be, and is this contingent upon the context in which they are employed? Their study suggests that eyes, mouth, ears and nose — in that order — seem to be the most important traits for us to perceive the “humanness” in a machine. But the most interesting conclusion they draw, in my view, is that the more servile and industrial the robot, the less we want to perceive its resemblance to us. Thus, not all robots are created equal: “consumer” robots often are purposely more “robotic-looking” (mechanical) in design, since they often perform servitude and routine functions that would crush the spirit of any real human, while others — especially “fictional” — robots are often the most human-like of all, reflecting our projected fantasies for them as “characters.” Desalvo and crew propose that the following elements of robot design would create the ideal “human-like” robot:
1. wide head, wide eyes
2. features that dominate the face
3. complexity and detail in the eyes
4. four or more features
5. skin
6. humanistic form language
To what degree is our notion of the “double” located on the head, the face and its various features? Freud’s classic itinerary of uncanny traits include doll’s eyes and language, and I would suggest that the more the traits listed above appear in a doppelganger, the more uncanny that double might be. The role of the uncanny valley is at work here, and while it not directly addressed in DiSalvo’s article, it’s worth considering the degree to which the factor of increasing “likeness” in robot head design follows the x-axis of the classic uncanny valley:
It is useful to consider not only the “uncanny” in this chart, but the way that that assumptions about use value and instrumentality lie behind its structure. There is a politics of self/othering at work in this schema that is rarely discussed. One of the fundamental principles of the Uncanny as it is classically understood in aesthetics is that, symbolically, the “double” is a harbinger of death for the subject that perceives it. This is a complicated notion, but on one level what this means is that when the self perceives itself as disembodied and located in another entity — through its mirror image — we unconsciously recognize how “replaceable” we are and this is felt as uncanny. We do not only respond, typically, with fear: we also feel compelled to separate the Self from the Other as a form of protection against the threat that the Other presents. A power relationship transpires: the psyche construes a hierarchical separation that institutes the Self in a higher subject position than the Other, in order to retain its sense of mastery over identity. The Other is subjugated into a lower position. While it is “harmless” in fiction, this is also a dream that reproduces the politics of everyday life.
There is a generalized fear of robots and other forms of artificial intelligence “replacing” mankind; we see it everywhere in science fiction, but it is also a very real threat to the labor force. Robot design participates in a self/othering dynamic that domesticates these anxieties. Could the uncanny valley be a symptom of class conflict as much as some organic reaction formation? I think so.
On a lighter note, test these theories against the Life magazine photogallery, “Robots We Fear, Robots We Like”
The Monkanny Valley
by Michael Arnzen ~ October 14th, 2009News note: Monkeys, according to a recent study, behave similar to humans in the face of the Uncanny Valley.
From the New Scientist: “These primates don’t participate in human culture, which suggests the uncanny valley has a biological basis,” says Karl MacDorman of Indiana University in Indianapolis. Wired magazine suggests that this means “the uncanny valley has evolutionary origins deep in the primate psyche.”
So monkeys are like humans, almost. Hmm…it all seems so…uncannily similar.
The Uncanny Valley of Advertising
by Michael Arnzen ~ January 23rd, 2009Russell Davies describes the invasiveness of advertising as approaching its own “uncanny valley” in a Nov 2007 post on his blog, advertising practitioner:
It seems like we’re about to enter a period where our digital lives will be full of the online equivalents of those messages you find on your television when you check into a hotel; always welcoming someone who’s got a name a bit like yours. Never actually your name. And you wish they just hadn’t bothered, you wish they’d just issued a general, warm welcome and not tried to connect at a level they just didn’t really feel (because if they’d have really felt it they’d have made sure they’d have gotten your name right.)
This online marketing revolution is going to generate quite a lot of these creepy feelings. We’re going to be wondering how companies know so much about us, why they’re talking to us in such a familiar way and how come they get everything just slightly wrong. At this point we might find ourselves responding more favourably to those brands and advertisers that can master the compelling generalisation and the universal truth. We might remember that great communicators can connect with millions by knowing only one thing about us, that we’re all people.
The loss of boundaries between private and public is often felt as an uncanny threat to the ego. Here the paranoid sense that secrets have been uncovered by monolithic, nameless marketers — lurking behind the anonymous slush of daily messaging like ghosts — is described in a progressive way. I hope advertisers listen to this truth, while remaining sensitive to the dangers of overgeneralization (or “compelling generalisation and the universal truth”). Advertisers will still be seeking the transcendent signifier, the godlike omnipotence, that lends them supernatural power and psychic presence where they otherwise have none. Advertising cannot survive without the magic system in the 21st century, even when it is “on demand.”
30 Rock Popularizes the Uncanny Valley
by Michael Arnzen ~ October 13th, 2008There’s a lot of talk lately about how uncanny Tina Fey’s impression of VP hopeful Sarah Palin really is, and with the next season of her Emmy-award winning TV show, 30 Rock, getting ready to launch at the end of the month, I thought the timing was right to post a considerationabout this very self-conscious — and hilarious — program, which directly referred to “uncanny valley” theory last season, helping bring the issue to light in the popular imagination.
Masahiro Mori’s “uncanny valley” theory is gaining notoriety in popular culture already, generally. Mori argued that as non-human entities (monsters, robots, androids, etc.) evolve to appear and move more and more like actual human beings, the more repulsive we find them. The “valley” refers to the negative emotional response we feel in response to an encounter with these entities, as represented in this chart (c/o Karl F. MacDorman and Takashi Minato at the journal, Android Science):
Conversations about the “uncanny valley” have been taking place in numerous communities recently, from researchers in android science to digital animators to performance artists. Artists and designers have been chatting, for example, about the differences between the success of Pixar’s Incredibles or Wall-E and the failure of shows like The Polar Express, suggesting that the latter comes too close to the valley while the former avoids it altogether. (Ward Jenkins elaborates in depth). Gamers especially are getting into the concept; fans of PS3’s upcoming game, Heavy Rain are talking about its uncanny realism, and fans of the Wii are talking about how the design of the games on that platform avoid the valley altogether. But these conversations and experiments have been on the margins of media culture for the most part… until a popular television sitcom this year employed the theory in an overt and hilarious way.
On April 24, 2008, the NBC television comedy 30 Rock aired its 13th episode of its second season, called “Succession.” The theory is actually debated overtly during the show when the two most radically off-kilter characters, variety show headliner Tracy Jordan (Tracy Morgan) and staff writer Frank (Judah Friedlander), become obsessed with designing “Grand Theft Pornography” — the “world’s greatest pornographic video game” — and this ludicrous plot arc unfolds with wacky and surprising results as the characters become more and more obsessed with perfecting their game.
On Television Without Pity, Michael Neal summarizes the way the theory of the Uncanny Valley is delivered in the show, which employs a parody of the above chart:
Frank is attempting to explain to Tracy why his porn video game idea won’t work. It’s because of something called “the uncanny valley.” As artificial representations of humans become more and more realistic they reach a point where they stop being endearing and become creepy. Frank whips out a chart to prove his theory exists and when Tracy asks him to break it down in Star Wars he does just that: On one side of the scale are R2D2 and C3P0. “Nice,” remarks Tracy. On the other side is a real human like Han Solo. “He acts like he doesn’t care but he does,” again says Tracy stating the obvious to usual comedic perfection. But the lowest point on the scale is “a CGI storm trooper or Tom Hanks in Polar Express.” Paying careful attention I notice that only slightly above that low point is “wax figure of Nicole Kidman.”
(Neal also posts Tracy Jordan’s hilarious “notes” for the video project on his blog at slapclap.com).
What’s funny about this to me is that the theory is employed in such a serious fashion about a ludicrous and juvenile gamer fantasy. Highbrow and lowbrow elements are thereby swapped in a topsy-turvy fashion, transgressing unspoken cultural boundaries and thereby revealing them. The least intellectual characters on the show — empowered by their silly quest for porno perfection — suddenly become studious and drop their slacker routines to engage in more serious work than they ever have on the show before. Naturally, all of this juvenalia “works” so well because it ostensibly shows fans a “new” side of the characters, suggesting that they’ve really just been slacker heroes all along: given incentive, they could be geniuses who create masterpieces…it’s just that the world they live in rarely gives them “incentive” enough on their own terms.
Is 30 Rock mocking Uncanny Valley theory as a geek fetishism, or is something more at play here than just mockery that theories of the uncanny might explain? I’m not entirely sure, but when I consider the progam in terms of uncanny “doubling,” I find its clever allusions to popular culture at work here very interesting. As serious and studious as Tracy and Frank become in their creative act, there worldviews are entirely delimited by references to other forms of popular culture (Star Wars, Polar Express, etc.). One could read these “slacker heroes” as engaged in active “play”, poaching from culture high and low, manipulating its tropes to their own creative ends, breaking out of their passive role as consumers of media. They are, like dedicated fans, “scholars” of their genre, capable of theorizing and applying scholarship to their productive work. But the problem here is that they already ARE media tropes in and of themselves. Thus, everything can only be understood self-reflexively. The comedy becomes a parody not simply of intellectualism, or of game fandom, but also of itself.
Tracy: “My genius has come alive, like toys when your back is turned. I see potential for erotica in everything around me. This cup. This table. Even you Kenneth.”
Kenneth: “Well, I am wearing a cuffed trouser today.”
Kenneth’s deadpan response to Tracy’s crazy mixture of references to the uncanny is apt because it suggests that, just like any given object in the room (cup, table), a character is ultimately always a non-human object, operating as a “stand in” for real human relations that nevertheless is alive and seemingly autonomous…just like Tracy’s “genius” which “comes alive”.
The show constantly turns inward, nods at — and more often mocks — itself, before deflecting back out to the culture at large. And this episode’s treatment of the uncanny raises the status of the show as a work of popular culture itself to the foreground. The metafiction of the whole “uncanny valley” plot arc ruptures the seamless fantasy of the already metafictional sitcom, because 30 Rock is already a show about the making of a show: in the narrative proper, Tracy and Frank are an actor and a writer on a fictional TV show called “TGS” — which is already a sort of “doppelganger” in its own right, since the familiar actors from “SNL” (Tina Fey and Tracy Morgan — and Alec Baldwin, who has appeared on SNL so often he might as well have been a cast member) are playing actors/writers on the fictional set of a fictional variety show very much like SNL, which is run on the same network as SNL, and produced by the same producer as SNL. This chain of intertextuality is difficult to follow because of the parallels that it incessantly solicits, the constant cloning of cultural semes, the textual reproduction of other texts at a rate of near-panic. All of these levels of plot and intertextual references bounce off each other in an echo chamber of meaning that is not unlike a “hall of mirrors” narrative about popular narrative itself.
Thus, when “Succession” depicts these characters creating yet another fictional plot (for the game) inside of an already many-chambered plot, it becomes a metacommentary that threatens to reveal how flat their characterization really is, how constructed the storyline is from the thin tissue of other texts, and therefore shatter our suspension of disbelief. This may very well be why the creation of the video game storyline becomes like a parody of the film Amadeus Amadeus when it mocks Jordan’s lowbrow quest for a “masterpiece.” Often the show will spin plotlines more reminiscent of SNL sketches than they are of genuine charcacter conflicts, since the introduction of yet another “text-in-production” threatens to topple the metafictional coherency of the show. There are moments so hyperreal that the writers are driven to seek an intertextual touchstone elsewhere in pop culture, suggesting that the characters in THOSE shows are the flat ones, that THESE characters know better and are just acting. But it can never quite evade the control of the media. These media characters — who are media consumers themselves — are also, uncannily, autonomously, themselves creations of the consumerist media. Thus, while the “porno video game masterpiece” quest narrative is perhaps the most ludicrous and unbelievable of all the plotlines of 30 Rock, it somehow transcends mere mockery and opens a doorway into intellectual uncertainty that probably hasn’t been as successfully tried since Seinfeld boldly told the imaginary story of it’s own show as a show about “nothing.”
This is the genius of the structure of 30 Rock (and perhaps why it survives while similar shows such as Studio 60 on the Sunset Strip die off) — as an ongoing metafictional series, it can refer to other texts — even those from cultural theory and android science — indefinitely, while at the same time parodying itself. This is not merely self-depricating humor; the show works so well because it is itself a reflection of another text, a “looking glass world” of SNL’s variety show format — while remaining just different enough from that show to avoid any “valley” of repulsion that audiences familiar with Saturday Night Live might feel. It successfully avoids the status of Saturday Night Living Dead by being more than SNL’s other.
Cractroids
by Michael Arnzen ~ July 10th, 2008
Parody is a good barometer for popularity. The humor magazine, Cracked, sends up The 7 Creepiest Real-Life Robots. Robert Brockway’s bawdy, Rated-R write ups include hilarious (yet astutely observed) rationales for “why it’s so, so creepy,” like this one for the “Actroid” robot pictured above:
The Actroid is fairly tame on the creepy scale … just as long as she remains immobile. She kind of resembles a high-end wax figurine of a big-boned Caucasian transvestite utterly failing to pass as a cute Asian girl, and that’s not so bad. Nothing we wouldn’t see on a typical business lunch with our fellow Cracked employees, anyway. It’s when she starts moving that you get both barrels of the Uncanny Shotgun…
The disturbingly fluid movements punctuated by the jarring stops, the bizarre, puppet-like posturing and a facial expression that says, “I’m a hip, young, urban professional that hungers for the lives of your babies,” creep us out exponentially.
And that’s all before she starts rapping. Yes, apparently, she raps. Because everybody knows that sudden, unexpected free-styling in casual social situations is a surefire way to set even the most anxious soul at ease.
They link to a YouTube video of Actroid to illustrate this proverbial “Uncanny shotgun.”
In following this article up with a quick web search, I found Tim Hornyak’s weblog, Loving the Machine (related to his book by the same name, which tracks Japanese robot history) which features an entry on Actroid: “Actroid is designed to work as a receptionist or emcee…The latest emcee version, Actroid DER2, stands on a platform, generally looks gorgeous and introduces stage acts. She’s equipped with 46 servomotors and a repertoire of sassy comments, like ‘Please don’t touch me — it’s sexual harassment!’”
I suspect she would have more than that to say in response to the Cracked crew.
Actroid has her own website at Kokoro company in Japan…whose parent company is owner of the Hello Kitty! franchise. The gallery is hilarious (“She is Robot Working Girl!” its headline reads in Austin Powers-styled lettering). See also her Wikipedia entry.
Cracked writer Robert Brockway runs the also-bawdy, also-R rated, also hilarious ifightrobots blog.
Android Science and the Uncanny Valley
by Michael Arnzen ~ July 5th, 2008In addition to sharing his published research online on his website, Karl F. MacDorman has a series of youtube videos from his presentation on the the “uncanny valley” in android science, given at the 2007 NMC Summer Conference , hosted by the Indiana University School of Informatics (June 6, 2007). Below is part VII of the lecture. Mind Hacks has a posted a good overview page of these videos if you want to watch them in order.
The Return of the Gaze in THE RING
by Michael Arnzen ~ July 3rd, 2008On: “Looking For The Quintessential Scary Moment: Hughes’ Tiger, The Uncanny Valley and the Eye of Yamamura Sadako” by Adrian Bott (aka “Cavalorn”). 03/28/2004
The very first concrete thing I wanted to do with this weblog is call attention to one of my favorite weblogs — Stephanie Gray’s wonderful doctoral research project, “Exploring the Uncanny Valley”. On her home page she mentions the above livejournal article by Adrian Bott as the original source for her interest in all things Uncanny (especially zombies, clowns, and “real baby dolls”), so I read it today and wanted to post my reactions. But Gray’s livejournal and her “gallery of the uncanny valley” are must-sees and I recommend them highly for anyone reading this who is interested in Das Unheimliche in popular culture.
But on to The Ring. Bott’s conversational essay on “The Quintessential Scary Moment” is a good informal inquiry into the “mechanics of horror” that was prompted by his viewing of this classic of J-Horror cinema. Bott effectively describes what film theorists have called “the return of the gaze” when he discusses the film in detail. I particularly like how he describes the infamous climactic moment from The Ring, when the ‘ghost’ of the well steps out of the television screen to attack:

…the most frightening part…is not that Sadako emerges through the television screen. It is the moment when you suddenly know she is going to. This is literally nightmarish. Everyone is familiar with the nightmare when you suddenly know what is going to happen and you still cannot take your eyes away…..
And then, with a nerve-jangling screech on the soundtrack, the screen is filled with a clearly human-but-not-human eye, grotesquely distorted, reminiscent of a face pulled by a child. (What the rest of her face is like, we can only guess.) The effect is staggering. The faceless enigma of Sadako, which the film has steadily and subtly built up, is replaced by something horribly actual, which is looking at us. It is the one and only time that we look through the mask of hair and see Sadako clearly, and although what we see is the briefest of glimpses, it shows us all we need to know. There is nothing more quintessentially alive than an eye, and yet we know that Sadako is dead.
He goes on to describe how facial distortion generates fear, and touches up on research into what critics call “the uncanny valley” – roboticist Masahiro Mori’s assertion (back in 1970) that the closer that androids, robots, dolls, and other “nearly human” entities come to looking human, the more repulsive they become (primarily, because they appear as something like living dead corpses).
I intend to post more on the “uncanny valley” another time, particularly as it relates to prosthetic hands. (If you’re fascinated by the topic, do go to Stephanie Gray’s website for more). For now, I want to briefly note one other element that might be relevant to Bott’s ideas: the status of The Ring (Verbinski, 2002) as an American remake of a popular Japanese cultural artifact, (Ringu (Nakata, 1998)).
While I believe Bott may be discussing the original version, his point reminded me that the film gained popularity as a remake featuring Naomi Watts here in the USA, perhaps single-handedly launching the “J-Horror” craze (which, as my old friend Nicholas Rucka suggests, may be on the wane). Cinematic remakes, as I see them, always carry the potential for the uncanny by virtue of their status as “double” texts: that is, they are the “same” text, yet “different” — much like the embodied Self-as-Other of the doppelganger. Could not the “eye” that returns the gaze in the remake also be a return of the gaze of the Other — not the ghost of Sadako, but the spectatorial guilt of the violence that has been done to the original text — the repressed appropriation of another country’s popular culture — that is done in the name of profiting off the original? In other words, does the remade “eye” confront the American spectator with his own guilt over enjoying and reinforcing this cultural appropriation by Hollywood with his ticket?
These are the sort of questions I raise in my book, The Popular Uncanny (Guide Dog Books, 2009), and which I hope to expand in this weblog. I’m only getting started, but comments, feedback, discussion, and other links will always be most welcome.





