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Is the “uncanny valley” good for a future metaverse?



It has been over five decades since Japanese roboticist Masahiro Mori developed a theory describing the eerie or uneasy feeling people experience in response to humanoid robots that closely, but not perfectly, resemble human beings.

Labeled the “uncanny valley” by Mori in 1970, the phenomenon has stood the test of time with more recent examples of creepiness filtering into the burgeoning fields of artificial intelligence, photorealistic computer animation, virtual reality, augmented reality, and increasingly lifelike androids.

Photo shows new 3D avatars Microsoft Co. announced in November 2021 for launch in the first half of 2022 for immersive meetings on Microsoft Teams as it enters the metaverse race. (Photo courtesy of Microsoft Co.)(Kyodo)

But what happens beyond the other side of the valley as resemblance to humans is perfected? Some researchers worry that as “trusted” virtual humans become indistinguishable from real people, we open ourselves to more manipulation by platform providers. In other words, our responses while still in the uncanny valley, as creepy as they can be, could be a good thing — a kind of self-defense mechanism.

Japanese roboticist Masahiro Mori. (Photo courtesy of Masahiro Mori)(Kyodo)

Mori, now 94, a professor emeritus of the Tokyo Institute of Technology who retired in 1987, originally plotted his uncanny valley hypothesis in a graph, showing an observer’s emotional response against the human likeness of a robot.

He stated that as a robot’s appearance is made more humanlike, there is a growing affinity for it but only up to a point beyond which the person experiences a reaction of extreme disgust, coldness, or even fear, shown by a plunge into the valley.

But as the robot becomes more indistinguishable from a real person, positive emotions of empathy similar to human-to-human interaction emerge once more. The disconcerting void between “not-quite-human” and “perfectly human” is the uncanny valley.

With tech companies led by Mark Zuckerberg’s Meta Platforms Inc. staking a claim on the creation of a metaverse — viewed as the internet’s next iteration “where people can work and socialize in a virtual world” — some experts say the uncanny valley graph is just as pertinent in immersive environments, including in VR and AR.

While we have become accustomed to interacting with “low-fidelity versions of human faces going back to the early days of TV,” we will have the ability to project photorealistic humans in 3D virtual worlds before the end of this decade, Louis Rosenberg, a 30-year veteran of AR development and CEO of Unanimous AI, recently told Kyodo News in an interview. How will we determine what is real?

“Personally, I believe the greatest danger of the metaverse is the prospect that agenda-driven artificial agents controlled by AI algorithms will engage us in ‘conversational manipulation’ without us realizing that the ‘person’ we are interacting with is not real.”

Supplied image shows an English version of Japanese roboticist Masahiro Mori’s original graph of the “uncanny valley,” which shows movement amplifies the emotional response of subjects. The word “familiarity” in the graph is now translated as “affinity.” (Copyright Indiana University Associate Professor Karl F. MacDorman)(Kyodo)

In a corporate-controlled metaverse featuring “virtual product placement,” we could easily think we are simply having a conversation with a person like ourselves, causing us to drop our defenses. “You won’t know what was manipulated to serve the agenda of a paying third-party and what is authentic.”

This is dangerous because “the AI agent that is trying to influence us could have access to a vast database about our personal interests and beliefs, purchasing habits, temperament, etc. So how do we protect against this? Regulation,” Rosenberg said.

Mori himself has said designers should stop before the first peak of the uncanny valley and not “risk getting closer to the other side,” where robots — and now, by extension AI or AR — become indistinguishable from humans.

Applying his theory to the virtual world of the metaverse, he said, “If the person (in the real world) understands that the space they are in is imaginary, I do not think this presents a problem, even if it is creepy,” he recently told Kyodo.

But if the person is unable to distinguish reality from a virtual world, this itself will be a problem, he said, adding that the “bigger issue” is if bad actors misuse the technology for malicious purposes, comparing it to a sharp implement that can either be used as “as a ‘dagger’ to kill or a ‘scalpel’ to save someone.”

In her research, Rachel McDonnell, an associate professor in Creative Technologies at the School of Computer Science and Statistics at Trinity College Dublin, poses the question, “Should we tread softly across the uncanny valley” with virtual humans?

She says while virtual humans have almost reached photorealism, “their conversational abilities are still far from a stage where they are convincing enough to be mistaken for a real human converser.”

A longtime proponent of making virtual humans more realistic, she says the biggest dangers now are “AI-driven video avatars or deepfake videos, where convincing videos can be created of one human, driven by the motion and speech of another.”

But she adds: “Transparency around how avatars and videos are created will help overcome some of the ethical challenges around privacy and misrepresentation.” She gives an example of attaching a watermark to distinguish deepfakes from authentic video content.

Rosenberg, meanwhile, outlines various forms of regulation to keep the metaverse safe, such as informing users when they are engaging with a virtual persona.

“It could be that they are all required to dress a certain way, indicating they are not real, or have some other visual clue. But, an even more effective method would be to ensure that they actually don’t look quite human as compared to other users.”

That is, regulation could ensure virtual humans trigger the “uncanny valley” response deep within our brains, he said. “This is the most effective path because the response within us is visceral and subconscious, which would protect us most effectively from being fooled.”

Meta, the social media giant formerly known as Facebook that has rebranded to focus on the metaverse, has been under fire in recent years for spreading disinformation, mishandling users’ data, and using algorithms that end up sowing discord and distrust on the internet, where users cling to their own “facts.”

On Dec. 9, Meta launched the cartoonlike Horizon Worlds to people 18 and older in the United States and Canada as Zuckerberg’s first attempt at his vision of an “embodied internet,” where avatars of real people will share a virtual space.

Christoph Bartneck, an associate professor at the University of Canterbury in New Zealand, says that the metaverse, a name taken from the 1992 sci-fi novel “Snow Crash” by Neal Stephenson, is not a new concept, and for now, merely fiction.

“It is a sign of a lack of originality that Facebook resorts to promise another virtual world. It seems like a gigantic distraction maneuver to take our attention away from all the bad influence that Facebook and its products have on society,” he said.

In 2021, Meta announced it would spend at least $10 billion on its metaverse division to create AR and VR hardware, software, and content. Other tech companies, including Microsoft and video game and software developer Epic Games, have jumped on the bandwagon, while Nike Inc. has launched Nikeland, featuring virtual sneakers, on video-game platform Roblox.

Unanimous AI’s Rosenberg says making the metaverse seem “uncanny,” i.e., not quite real, is easier than we think. “It turns out very small changes can make a big difference” by focusing on how our perception assigns authenticity to experiences.

British design and manufacturing company Engineered Arts’s Ameca is described as “the perfect platform to develop interaction between us humans and any metaverse or digital realm.” A recently unveiled AI robot with remarkably humanlike facial expressions, it appears astonished to be “awake” — perplexed and eerily amused.

Mark Zuckerberg announces the new name Meta of Facebook company during a Facebook Connect livestream displayed on a laptop screen in this illustration photo taken on Oct. 28, 2021. (NurPhoto/Getty/Kyodo)

“In the metaverse, the simplest thing — like how a virtual persona’s eyes move, or hair moves, or even just the speed of their motion (do they take longer to move than an actual human?) is enough to make them seem deeply unreal,” Rosenberg said, adding that regulation should require that artificial agents be distinguishable from others since this would be easy to achieve.

McDonnell, meanwhile, says she is still optimistic that realistic virtual humans will make a positive impact on society in a future metaverse, including benefits such as preserving users’ privacy in sensitive situations such as with whistleblowers or witnesses testifying in court and overcoming phobias, racial bias, and even conditions such as post-traumatic stress disorder.

“There is a huge potential for the use of virtual humans for good,” she said.

In experiments, her research team found that participants in survival tasks games “generally trusted” virtual agents who had suggested a ranking of objects vital for survival in hypothetical crash scenarios, “but small manipulations of the agents’ facial expressions or voice could influence the level of trust,” she said.

The notion of the uncanny valley as a defense mechanism dates back to Mori in 1970, who called it a “self-preservation instinct,” not from lifeless objects that appear different than us but to protect us from things that are “exceedingly similar, such as corpses and related species,” Karl F. MacDorman, an associate professor in the School of Informatics and Computing at Indiana University, noted.

As for Mori, who has said he never intended the uncanny valley to be a rigorous scientific theory but more a caveat for robotic designers, his message about the metaverse is simple.

“I hope (those) involved in creating it will make something healthy for the happiness of humanity,” Mori said.

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Walmart signals metaverse plans with trademark applications around virtual goods, NFTs



Dive Brief:

  • Walmart filed a series of trademark applications late last month that indicate the retailer has bigger plans for the metaverse, including through the development of cryptocurrencies and nonfungible tokens (NFTs). CNBC first spotted the batch of documents that were submitted to the U.S. Patent and Trademark Office on Dec. 30.
  • The applications, of which there are seven in total, encompass concepts like “virtual goods” across product categories such as furniture, toys and sporting gear, along with downloadable software for managing cryptocurrency portfolios or establishing an electronic wallet.
  • Games and other services powered by augmented and virtual reality (AR/VR) technology also make appearances. The news suggests the metaverse could play a significant role in Walmart’s strategy as the big-box brand centers more of its business around the digital world.

Dive Insight:

Walmart isn’t the first marketer to show budding interest in the metaverse, but a potentially substantial push to build out its offerings could go a long way in sparking more mainstream adoption of technologies that are foundational to the channel, including cryptocurrencies. The big-box store is the largest retailer in the world, reaching a massive audience of shoppers, and rivals may follow Walmart’s lead in ramping up their bets lest they lose an early-mover advantage in a market some view as the next evolution of the internet.

That said, many metaverse-related technologies like NFTs haven’t served a purpose in marketing beyond one-off stunts or generating some headlines. But the broader vision of what the metaverse could eventually become is appealing to companies like Walmart, with shared virtual realms acting as a venue for customers to try out experiences and products and eventually make purchases of digital goods as they look to customize their online avatars and living spaces. Though businesses clearly smell an opportunity, consumers haven’t quite come around to the idea, even as categories like gaming provide a loose sense of what’s possible in the metaverse.

Some groundwork has already been laid for Walmart’s metaverse approach. Last year, it began seeking a digital currency and cryptocurrency product lead, following in Amazon’s footsteps. Recent executive changes point to a possible strategy switch-up. Longtime merchandising chief Scott McCall is retiring, Bloomberg reported, while Chief Customer Officer Janey Whiteside — a key player in rounding out Walmart’s e-commerce playbook — will depart in March.

Walmart dipping its toes in the metaverse could support other ventures that are important to staying competitive in retail. In 2020, it introduced its long-awaited Walmart+ e-commerce portal meant to tackle the growing threat of Amazon Prime. Several of the trademark applications were also made under Walmart Connect, the marketer’s fledgling advertising business. Walmart has quickly built out the unit as the demand for retail media soars during the pandemic and packaged goods brands seek alternative targeting methods to cookies, which are being phased out next year.

Other marketers are more firmly planting their metaverse flags. Nike in December acquired RTFKT, a digital studio that designs virtual collectibles like NFTs. The sportswear marketer also recently established Nikeland, an interactive experience inside the Roblox gaming platform that lets visitors participate in activities like dodgeball and trying on virtual apparel.

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Is the Metaverse Ready for a Metaphysical ART CLUB?



Public Mint opens at the price of 0.333 Ethereum. The project has opened an Early Mint Allow List with Limited Spots available, which allows minting 1 day early on January 22, 2022.  Registration is Required for Early Mint. Registration can be found at:

Zevi G is a prolific and steadfast artist who uses his studio to bring unanticipated creations to life. In a world where love, unity and kindness have become a scarce commodity, Zevi is determined to make a change using his art and many compelling characters to spread this powerful message.

The 456 Collector’s Club by Zevi G is a collection of 4,560 unique algorithmically created NFTs featuring characters from Zevi G’s signature series “456 Land”. Holders become members of an exclusive Art Club and continually unlock redeemable artwork in intervals as the community grows, get access to future community events, and digital experiences.

Zevi G was never intimidated by his underprivileged and very orthodox upbringing, on the contrary, that became the very essence of his strength and will, to turn his life around and reach others with positive and relevant messages. Each 456 Land sculpture comes with its own personality and features different traits such as the angel with its thin legs and wings, or the soldier with its buff chest. The childlike characters with eyes full of wonder appear as a musician, a roofer, a jeweler, a guitarist; a world of references and emotional memories that is personal and reflects on the artist’s past.

456 Club holders get Utility. After holding for 1-month owners can claim a 1×1 print of the exact NFT they own. After holding for 4-months holders will be able to redeem a 7 in. by 7 in. Namaste Sculpture in the corresponding color of their NFT. There are 10 different colors available with some colors more limited than others. Each sculpture will feature an NFC chip that provides the owner with continual digital experiences and helps pair the physical item with the NFT.

Anyone who mints 3 or more NFTs is entered into a raffle for a 5 ft. Diamond Hands Bronze Sculpture valued at $175,000.

Each NFT is a raffle ticket to win a 26-inch Diamond Hands Resin sculpture valued at $10,000 – 5 winners total (3 white, 2 Blue).

Join the conversation on Discord to learn more about additional giveaways!

Mint a 456 Collectors Club NFT to join the club and become a member is the first community to dedicate its purpose to spreading the message of love and unity through physical and digital art. Register for Early Access.

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456 Land:

SOURCE 456 Collector’s Club

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Video Walmart steps into metaverse to sell virtual goods – ABC News



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