Tag Archives: japan

On the Potential for Branded Robots

Last year I wrote about these awesome fighting robots from Japan, where  I asked this question:

“I am very interested in at least progressing research into the potential for branded robotics, androids & cybernetics if any readers have thoughts?”

I received an equally awesome response from one Pius Agius, who challenged me on my Western predilection to see robots fighting rather than fulfilling a higher place in society. I reproduce the key lines of our dialogue here:

“Because [the Japanese] accept robots as part of their daily lives more than a majority of those living in the west does not mean we in the so called west cannot build great machines [...] We can make better use of our creations than place them in roman like battles. What does that say about us as a civilization?? Let us build machines that can develop and reach their full potential.”

Stunned to have stimulated such a well-considered response, in answer I cited a company that I think are making some great stuff in this field – Festo:

“I think their design-led approach is not only creating some very useful mechanisms, but can potentially change the way we in the West perceive robotics as part of everyday life.”

Check them out if you like – Festo do great stuff.

Meanwhile, I went to see what I could find out about the guy who’d crashed in with his well-considered comment. I found Pius dwelling on the vibrant community pages of Grandroids, a Ning-based social network full of heavyweight discussion on robotics. Members spoke of a ‘Steve Grand’ as the patriarch of their micro-culture. I’m coming back to this…

I don’t think I’ve mentioned this before, but I grew up surrounded by members of the Games Industry in Cambridge. My father was Director of Development at Millennium Interactive, which became Cyberlife, then Creature Labs, and then Gameware Development.

The common thread between these companies was a breakthrough series of Artificial Life games called Creatures. Cyberlife was created to commercialise the work of this very same Steve Grand, where together with a team of artists and programmers they went about developing the Creatures series.

Though artificial life simulators are now a well-established genre (Tamagotchi; Sims; EyePet), the series was first to reach critical and commercial acclaim. Players would take on the role of keepers to cutesy ‘Norns’. But these were no ordinary creations, and in the 90’s Creatures was far ahead of its time.

These creatures would learn and grow, each with their own neural network, and were motivated to survive, and eventually breed in order to pass on their digital genotype. They had the ability to adapt and evolve, iterating towards an understanding of and harmony with their environment.

Years later, Steve is well-established as the leading thinker in AI and robotics. As well as mounds of academic submissions, he’d been running a project to build a series of intelligent robots for rent, as crowd pullers in public events and trade shows. His first robot was a five foot tall humanoid female called Grace, I discovered.

Because I’d found myself on his site, and because I know the guy, I thought I’d go to Steve to ask my initial question once more:

Hello Steve,
This is Tom Saunter here, Ian’s son.

A member of this very network recently commented on my blog, and one Google later I found myself here. With such a vibrant community there’s so much to digest, so I thought I’d go straight to the source…

Part of my job these days is to seek out emerging technologies for advertising purposes, and now that I’ve read about your Grandroids project I am interested to hear your thoughts on how you feel robotics could be of benefit to brands and, in turn, to consumers.

Besides increased traffic to conference booths, what part do you feel your robots might reasonably play when faced with a brief to change the buying behaviours of the general public?

There’s got to be a great piece of research in there.
Do you know anyone who can help me with an answer?

All the best,
Tom

The response, and get ready for it, was this phenomenal piece of prose:

[...] So, um, how might robots like Grace change buying behaviours? God knows! They could certainly have an impact on brand perception, and I suspect that’s a double-edged sword. If the robot is suitably impressive then it improves the company’s image, but if it’s a bit naff then at best it’s just a novelty to draw crowds that the client would then have to secure by other means, and at worst it damages the client’s image.

For instance Asimo has done wonders for Honda’s public image (not in terms of AI, particularly, just general technology), but some other Japanese robots have fared less well, especially those that fall into the Valley of the Uncanny. In other words, they’re lifelike enough to trigger the circuits in our brains that detect things that “aren’t quite right” in other people (signs that we’re being deceived or threatened, say), but they’re not lifelike enough to actually pass the test, so we find them disconcerting. 3D computer games frequently suffer from the same problem, as I’m sure you know, and years ago I predicted that as 3D graphics got better, the demands on intelligent behaviour for game characters would grow intense.

Anyway, I’ve gone off on a tangent. It was a big factor in our design for Grace, though. We deliberately made her look like a robot and didn’t give her human-like skin, etc. Instead I relied on psychological cues of sexiness and lifelikeness that didn’t risk us falling into the Valley of the Uncanny. My point is, you have to get the psychology right or you won’t produce the positive associations in people’s minds that your client needs. The consumers aren’t necessarily going to be able to articulate these things, so they’ll feel bad without knowing why, and you could damage the brand rather than enhance it. I felt I had enough unique experience in designing artificial lifeforms to stay on the safe side of that boundary, though.

One of the things I was keen to achieve was understatement. There are various companies renting out “robots” as crowd pullers (although really they’re just animatronics or remote controlled) and they go for a big noisy splash – flashing lights, big press releases, comedy routines, etc. I wanted Grace to just sit there at the entrance to a booth and be as much like a normal sales girl as possible. I wanted people to do a double-take and then be intrigued. Let them discover it for themselves. It’s a bit like knowing you’ve just been passed by a really powerful motorcycle because you didn’t hear it coming. I think if you do something like this with a fanfare then people will be primed to find something wrong with it, but if you go for the soft sell then they’ll be supportive and impressed. When I wrote Creatures all those centuries ago, my prime principle was that I shouldn’t try to fool people into thinking norns were alive – I should really try my best to make them alive. If people knew I was being honest and doing my best then they’d be on my side, and I think the same is true here. Undersell the robot and you make their company look good by association, as if there’s a lot more under the hood of their products than they’re letting on.

There are also many other kinds of subliminal association that can work for you or against you depending on the client and your ability to tap into the right psychological triggers. I based the look of Grace on the robots Chris Cunningham designed for the video to go with Bjork’s “All is full of love”, because I think he got a lot of those triggers just right – especially the tension between femininity and technology. It’s a bit like designing the iPod – the right curves and the bits you leave out are so important. And with real robots you have to get the behaviour right too, which is a big subject all by itself. Almost all current robots fail miserably in that regard, especially by being too predictable and not subtle enough.

But I don’t think I’m really answering your question, am I? Sorry. Advertising and marketing aren’t my field (I have quite enough fields without adding any more). I don’t really know of anyone who knows about this stuff. One of our “competitors” in New York has a site where they talk quite a bit about the marketing potential of their remote-controlled “robots”, but I can’t for the life of me remember the name of the company (so maybe their advice doesn’t work!).

Looks like it’s down to you to figure it out…

There it is then. The planet’s preeminent ALife & robotics academic, whom has been referred to by Richard Dawkins as “the creator of what I think is the nearest approach to artificial life so far”, is leaving it up to us to answer the big questions:

  • What is the potential for branded robots?
  • Will they ever form part of a marketing strategy?
  • Will we ever allow robots a part in everyday life?

And so, I ask again, dear reader, what do you think?

Let me know in the comments.

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New Interactive Augmented Reality Experience by T-Immersion

Total Immersion have launched a new kind of interactive attraction using mobility and augmented reality. This new attraction developed in cooperation with Hanwa Co. (Japan) is a state of the art walk through where guests are swept into an experience merging videogame and real live adventure:

Before entering in the attraction, guests are equipped with a backpack and a video gun (with an infrared camera, one LCD display and a trigger). Guests have to use the video gun to progress inside the horror house and find ghosts. As soon as the ghost is found, guests have to shoot it to collect points and succeed their mission.

T-Immersion are using AR really effectively in this instance, in what I think is a quite impressive videogame-like scenario. This is a departure for T-Immersion, who have formerly been focused on installation-based & and webcam-based AR.

Does this give anyone any good ideas for other, more meaningful AR interactions? Let me know in the comments.

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Something Beautiful

No techno-pop-culturalism today.
Just a really lovely video of a very cool place in Japan.

Watch this in fullscreen for a truly ethereal, calming experience:

Kuroshio Sea – 2nd largest aquarium tank in the world – (song is Please don’t go by Barcelona) from Jon Rawlinson on Vimeo.

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There Should Be More Robots on TV

This is incredible. Just when I thought I had a grip of current robot development, the Japanese blow my mind with this piece of raw awesomeness:

It is so difficult to keep pace with the Far East on the technology front, but I am very interested in at least progressing research into the potential for branded robotics, androids & cybernetics if any readers have thoughts?

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Gutter Talk

Gutter Talk: Hot & Cool in the World of Comic Books

The medium we call comics is based on a simple idea: the idea of placing one picture after another to show the passage of time. Legendary comic artist Will Eisner defines comics as ‘sequential art’. The idea that art can be ‘joined up’ to create a narrative can be seen in practice throughout the ages and is therefore not new. Examples from history include Egyptian hieroglyphics, European stained glass windows, Greek wall frescoes, Japanese scrolls and prehistoric wall paintings. In the year 1066 the Bayeux Tapestry, a 230 foot long piece of sequential art, was completed. Reading from left to right, it illustrates the events of the Norman Conquest of England unfolding in deliberate, chronological order before its viewers. Today the formula for making sequential art remains the same, though Scott McCloud’s definition is more relevant to the type of comics we have come to know. In his book ‘Understanding Comics’ McCloud states that comics are:

“Juxtaposed pictorial and other images in deliberate sequence, intended to convey information and/or to produce an aesthetic response in the viewer”

(McCloud, 1993, page 9)

This definition ignores single-panel comics such as Larson’s ‘The Far Side’, and other visual mediums like animation, but includes the use of the ‘speech bubble’ as a critical element in a comic’s narrative. McCloud’s definition lends itself to the most common forms of comics: newspaper strips, magazine-format comic books and graphic novels.

So how do modern comics work? Each panel in a comic is contained within a border. Each panel is a self-contained piece of art, and a fragment of a narrative. When read in a sequence, the gap between each panel is ‘filled in’ by the reader’s imagination. It is the reader that ‘animates’ these still pictures, not the medium itself. This happens because the mind is designed to close gaps in our awareness. Gestalt psychologists call this process ‘closure’. The real power of comics, then, lies not in the characters involved, nor what they are saying, or even the stories themselves, nor any of the medium’s potential content, but in how the reader interprets each panel as part of a sequence. As Marshall McLuhan said, “the medium is the message”.

One of the seminal media analyst’s best known concepts is that of a medium being either ‘hot’ or ‘cool’. In a broadcast on California’s CBC Television on June 22, 1965, McLuhan was asked to explain his concept:

“‘Cool’ is a slang term borrowed from the world of Jazz and popular music. The word ‘cool’ has a kind of mystical meaning that is not unlike the Hindu idea of detachment. The Hindu idea of detachment means complete involvement in an action and detachment in action. Whereas when people are merely involved in an action but not detached from the action, that’s ‘square’, or ‘hot’. Most people think of ‘cool’ as merely detached from action, but the word ‘cool’ as used in Jazz, and as I use it as sense for a medium, means a medium which uses all of you, but leaves you detached in the act of using you.”

(McLuhan, CBC.CA, 1965)

McLuhan exemplified hot media as: radio, print, photographs, movies and lectures; and cool media as: the telephone, speech, cartoons, TV and seminars. The comic book is another example of a cool medium, and to test McLuhan’s ‘Hot and Cool’ probe as a whole we will look at a comics series that typifies the medium; In the words of the great (but fictional) Professor Charles Xavier, “To me, my X-Men”.

For some, the X-Men comics are the epitomy of how all comics should be; fluid, exciting, intelligent, emotionally complex, relevant, and expressively drawn. Since their conception by Stan Lee in 1963, Marvel Comics X-Men have come very far indeed. Comparing the X-Men across the decades, panels of artwork today are richer with visual information. Comics in the early 1970s had a palette of just twelve colours. The reader had to use their mind’s eye to see the School for Gifted Youngsters that the series’ artists had in mind when drawing the series. Today, details such as old chalk-marks and lecture notes appear on the blackboard in Storm’s history classroom to give the reader a deeper sense that Mutant Academy is a real place. The characters’ facial expression are radically improved today, greater subtleties between Wolverine’s bad moods can now be conveyed, and fiery explosions are almost photo-realistic in terms of their adhering to physical law. There are now fewer gaps for the reader’s mind to fill in. Because of technological advancements and improvements in artistry, the X-Men and comic books as a whole have heated up. However, the images are still constrained within the borders of each frame. We must imagine what else is in the room when we see it from just one perspective, whereas in hotter media such as film the camera angles are generally wider, providing more information and therefore less detachment.

The panel makes up one essential part of the comic book’s construct. The second aspect is ‘The Gutter’ or the space between the panels. McCloud states that:

“Here in the limbo of the gutter, human imagination takes two separate images and transforms them into a single idea. Nothing is seen between the two panels, but experience tells you something must be there! Comic panels fracture both time and space, offering a jagged, staccato rhythm of unconnected moments. But closure allows us to connect these moments and mentally construct a continuous, unified reality. If visual iconography is the vocabulary of comics, closure is its grammar. And since our definition of comics hinges on the arrangement of elements then, in a very real sense, comics is closure!”

(McCloud, 1993, page 66-67)

Using the Gestalt definition of closure as “a principle of organization holding that there is an innate tendency to perceive incomplete objects as complete and to close or fill gaps” (TheFreeDictionary.com) and fusing it with McCloud’s concept of ‘the gutter’, in a McLuhanesque sense ‘the gutter’ becomes a very cool place indeed, completely devoid of content but for the reader’s own imaginings. There is actually an evolving art to reading or processing a comic as the guttering mechanisms become more and more sophisticated. In this way, comics could be said to be getting cooler. In some ways there’s a gutter happening whenever you turn the page too – a good example being that really ‘cool’ thing that happens when you turn the page in an action sequence (or somesuch) to a full or double page spread, sometimes with no words, and the reader really gets pulled in by the dramatic effect. Perhaps readers who are more brought up on squarer mediums, where they are more ’spoon-fed’ with input have a harder time comprehending the narrative flow of certain comic books and so they are put off by the medium and never get to appreciate what it can offer. There are some types of comic book that require a pretty experienced reader, well versed in the ‘laws of the gutter’ and these are the coolest types of comics.

McLuhan’s thermometer is a tool for relativity, and works best when comparing multiple media. Luckily the X-Men do not appear solely in comics. They also appear in two animated television shows and have a highly successful movie franchise under their (spandex utility) belts. In a comic book, frames are viewed from up left, to bottom right. This requires active participation from the reader to help the narrative unfold. Panels can be ‘rewound’, ‘paused’ or skipped entirely. In cinema, frames on a film reel are shown to you in rapid succession and in the same place: the screen. All that the viewer has to do is sit back and let the medium wash over them. There is only a miniscule ‘gutter’ between the frames of a movie because the frame rate must be high enough to make still images on a movie reel appear to be moving fluidly. The closure between these frames is continuous, involuntary and imperceptible. The closure of frames in comics is reader dictated, involving, and necessary to the understanding of the book as a whole. This is what makes cinema hot, relative to comics’ cool.

Since VHS and, more recently, DVD became available; audiences can not only immerse themselves in a movie’s narrative from their home, but splash around a little too. Mystique and Wolverine’s fight scene cannot be rewound and played in slow motion in the cinema, but it is possible to do this at home. This makes home viewing a cooler immersive experience than cinema. The X-Men also have video games of their own, allowing a fully interactive, involving and entirely participatory immersion in the world of superheroes. In Activision’s 2004 game ‘X-Men Legends’ players can choose a team of their favourite heroes and work together to stop the psychotic Magneto. The game has its own scripted narrative, but allows real involvement that not even comic books can offer. Comics may be cool, but video games are cooler.

So what have we learned about the medium of comic books? We know that the medium consists purely of the panels in which content is placed, and spacing between the panels, which connects adjacent panels over space and time. We know now that although comics’ content is warming up as technology and craft allows, comics’ defining component, the ‘gutter’, must always remain an icy-cool permafrost desert of bleakness: Comic books would not exist without it. We have also learned that, in the Gestalt sense, comics can be seen as a configuration of elements so unified as a whole that a comic cannot be perceived by the reader as merely the sum of its parts, and that it is our own cognitive programming that turns a series of images into an involving narrative. We have learned that McLuhan’s ‘Hot and Cool’ probe still applies to varying media, but lacks a content analysis that might render it more relevant, especially with the dawn of video games as a highly prevalent medium. Hopefully though, the main lesson is that the true art of comics is not what we see on the page, but what we see in our mind’s eye.

1624 words

Bibliography

CBC.CA. (1965). “Marshall Mcluhan: A Pop Philosopher.” Retrieved 16/03/05, from http://archives.cbc.ca/IDC-1-69-342-1818/life_society/mcluhan/clip4.

McCloud, S. (1993). Understanding Comics: The Invisible Art. New York, HarperCollins Publishers, Inc.

TheFreeDictionary.com. “Closure.” Retrieved 16/03/05, from http://www.thefreedictionary.com/closure.

Further Reading

Barker, M. (1989). Comics: Ideology, Power and the Critics. Manchester, Manchester University Press.

Carrier, D. (2000). The Aesthetics of Comics. Pennsylvania, The Pennsylvania State University Press.

Levinson, P. (1999). Digital McLuhan: A Guide to the Information Age. London, Routledge.

McCloud, S. (2000). Reinventing Comics. New York, HarperCollins Publishers, Inc.

McLuhan, M. and W. T. Gordon (2003). Understanding media: the extensions of man. Corte Madera, CA, Gingko Press.

Stearn, G. E., Ed. (1967). McLuhan: Hot & Cool. New York, The Dial Press, Inc.

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