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Synth Physiology

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Tyrfing Tyrfing's picture
Synth Physiology
Preparing for a game, I have started to wonder about certain features of synth design. I'm curious to hear what other people have decided about them. How do synths move, especially the humanoid ones? Are they something like modern day robots, mainly using high torque motors at joints and hydraulics, or do they use a more biological approach with artificial muscles? Much of the artwork seems to suggest the former. The other large area of uncertainty I've found is faces. Just how expressive is a synth? Again going by the artwork, not very. I've come to the conclusion that they'd use highly stylised faces, since trying to emulate the subtleties of human expresisons would need either a flexible coating (perhaps an option for face only skinmasking?) or be a horrible mass of joints. You only need to look at a film like WALL-E to see you can get an amazing range of expression from a very simple setup. It's the eyebrows, I'm sure it is! Finally, a niggling little issue but I'm not quite certain what purpose slitheroids were designed for in setting. Not a lot of uses immediately jumped to mind for 'giant robot snake!' My best guess is some sort of maintenance role or perhaps exploring applications where their wide range of movement forms is useful?
[i][size=9]Your mind is software. Program it. Your body is a shell. Change it. Death is a dis@#%di. l%eo $k. S@sdf36 3kl5j2o er3o4|h 4lakl iT. Y0ur life is a disease. Cure it. Extinction is approaching. Embrace it.[/size][/i]
Axel the Chimeric Axel the Chimeric's picture
Re: Synth Physiology
I'm not the person to ask about how synths move, but I'm sure they have a wide range of methods depending on use. In terms of faces, I'd assume that many would trend towards the human, but not too close, because then you enter uncanny valley territory. It most certainly is possible to give them more expressive faces (synthetic masks and all) but it's generally avoided to keep them from looking creepy. They're just given somewhat human faces to make sure people remember that they are human inside. As for slitheroids, I think they have three main uses. One is for maintenance, likely the most common use, since their bodies are very easily streamlined. A second is for exploration, as you mentioned, but I see that as their most limited capacity. The third use, and the second most common use, is for microgravity habs. The high degree of flexibility in their bodies makes maneuvering in microgravity much easier, since they can bend themselves very easily while still hanging onto their anchor point.
Yerameyahu Yerameyahu's picture
Re: Synth Physiology
Maintenance of what, exactly? I agree: several of the morphs appear to be 'just cuz', and Slitheroid tops the list. Nothing wrong with that, of course. Humanity sometimes does things for that reason. :) I'll give them this, and it's a solid one: they're the most comfortingly humanoid non-humanoid, yes? Arachnoids are probably a much more practical shape for anything a slitheroid could do… except any kind of social interaction. Cuz they're horrifying robospiders. Same for flexbots, novacrabs, anything uplifted, reaper (although they have an excuse), etc.
Axel the Chimeric Axel the Chimeric's picture
Re: Synth Physiology
Even self-repairing machines occasionally require maintenance. Small passageways in the hulls of habitats and ships, and small openings between components, call for small and flexible machines. While there are no doubt many remote-controllable, small maintenance bots, a hands-on approach helps. As I also noted, they're great for microgravity too. As for arachnoids, they're very practical, I agree, far more so than a slitheroid for most purposes. However, when it comes to getting into tight spaces, slitheroids can compress themselves far more; their maneuverability relies on a tiny amount of wiggle room, after all. Even so, though, I think you might be right; far more people probably use them for a fashion statement than anything necessary. That said, I disagree with you on the horrifying part...
Yerameyahu Yerameyahu's picture
Re: Synth Physiology
:) If you're going to argue in the other thread that kids need owies kissed, then I get to argue that humans innately are afraid of giant robospiders. Anyway, I think you'd send a flexbot to anything that an arachnoid couldn't reach. I don't want to understate the importance of the human-like-ness of the slitheroid, though. That really is a big deal, and they're basically unique in that status (among the non-humanoids).
Axel the Chimeric Axel the Chimeric's picture
Re: Synth Physiology
Alright, I'll grant you that one; I'm projecting here. A giant robot spider might not squick me out, but I did once date a girl who almost threw me into her father when he teased her with a spider in a glass and nearly had a freak-out moment when she realized she'd walked underneath a giant metal spider display. Some people are going to be freaked out by that. I still think slitheroids have all kinds of advantages, but in the sense that they're jack-of-all-trades, master-of-none types. Good for both kinds of jobs, though others do it better, with the fringe benefit of also being personable.
Tyrfing Tyrfing's picture
Re: Synth Physiology
Axel the Chimeric wrote:
In terms of faces, I'd assume that many would trend towards the human, but not too close, because then you enter uncanny valley territory. It most certainly is possible to give them more expressive faces (synthetic masks and all) but it's generally avoided to keep them from looking creepy. They're just given somewhat human faces to make sure people remember that they are human inside.
My debate is over what's easy to design versus what will avoid creeping people out versus what will let the people sleeved in the snyths express themselves. Obviously different designers and different grades of synth will have different priorities. Probably the old 'pick two of three' rule. In the case of a skinmasked synth that doesn't use artificial muscles, that would actually be one way to spot a skinjob - what's under the skin doesn't move right. Do something like clench your fist and you can see your whole forearm shift. You simply won't see that on a synth that just has a slab of flesh wrapped over its shell. It's probably a contributing factor to the uncanny valley once you spot it.
Quote:
As for slitheroids, I think they have three main uses. One is for maintenance, likely the most common use, since their bodies are very easily streamlined. A second is for exploration, as you mentioned, but I see that as their most limited capacity. The third use, and the second most common use, is for microgravity habs. The high degree of flexibility in their bodies makes maneuvering in microgravity much easier, since they can bend themselves very easily while still hanging onto their anchor point.
Interesting point about microgravity. I'll have to keep that one in mind.
Yerameyahu wrote:
:) If you're going to argue in the other thread that kids need owies kissed, then I get to argue that humans innately are afraid of giant robospiders.
On the other hand, tachikomas are giant robospiders and pretty much the most adorable thing ever.
[i][size=9]Your mind is software. Program it. Your body is a shell. Change it. Death is a dis@#%di. l%eo $k. S@sdf36 3kl5j2o er3o4|h 4lakl iT. Y0ur life is a disease. Cure it. Extinction is approaching. Embrace it.[/size][/i]
Yerameyahu Yerameyahu's picture
Re: Synth Physiology
As they say in Pulp Fiction, personality goes a long way. :) Also, they're candy-coated. I agree with the idea that slitheroids are a sort of 'master of none' situation. Nothing wrong with that.
Axel the Chimeric Axel the Chimeric's picture
Re: Synth Physiology
Tyrfing wrote:
In the case of a skinmasked synth that doesn't use artificial muscles, that would actually be one way to spot a skinjob - what's under the skin doesn't move right. Do something like clench your fist and you can see your whole forearm shift. You simply won't see that on a synth that just has a slab of flesh wrapped over its shell. It's probably a contributing factor to the uncanny valley once you spot it.
It's funny you should mention that, because I was just rewatching some scenes from Ghost in the Shell earlier. The flashback to the "rebirth" of Major Kusanagi into her latest form deals with that nicely. [img]http://img64.imageshack.us/img64/5384/00596008269.jpg[/img] Beneath the skin, it'd not be too difficult to replicate the appearance of a human being. I can see, though, on Luna, the extremely poor and desperate paying for the cheapest skinjob they can get, and coming out looking like glassy-eyed, dead-faced dolls that no-one wants to associate with.
CodeBreaker CodeBreaker's picture
Re: Synth Physiology
Axel the Chimeric wrote:
Beneath the skin, it'd not be too difficult to replicate the appearance of a human being. I can see, though, on Luna, the extremely poor and desperate paying for the cheapest skinjob they can get, and coming out looking like glassy-eyed, dead-faced dolls that no-one wants to associate with.
Earth damned class traitors. The Steel Revolution is coming people, and the fools that coat themselves in the faux-skins of our past forms will be the first to feel its wrath. Viva la Revolution! So, on the emotive abilities of Synths and the like, couldn't that be largely countered via the use of smart material faces? Fairly easy to make the robot smile when his cheeks are made of rapidly readjusting nano-metals.
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Axel the Chimeric Axel the Chimeric's picture
Re: Synth Physiology
It's entirely possible. Would be even easier just to give them an AR overlay, really. Again, though, uncanny valley tends to come into play at close-but-not-quite-human faces.
Arenamontanus Arenamontanus's picture
Re: Synth Physiology
Apropos why select a slitheroid: The right morph is also a style statement. When I consider what morphs I could and couldn't use in my job I realize that the shape doesn't matter at all: I could do what I do just as well as a slitheroid as a crab as an olympian or a case. I might want to get the best bonuses (menton and infomorph) or project a suitable social image (a menton or exalt in a suitable costume), but practically - since all my work is about information - the morph is arbitrary. Since many more professions in EP are information-based than today, the morph/job constraints are rather mild. They only come into play when we are dealing with the downtrodden people who do direct physical labour or have to act in a certain environment. The stock trader, nanoengineer or hydroponics farmer could all look like anything. The trader might want a fast morph and the nanoengineer might want to show off its skills, but even demonstrating that you have a profession that allows you arbitrary embodiment might be a reason to go for an outré morph. Synthmorph anatomy: I think artificial muscles are a very mature technology in EP. While they are electrically powered they likely need both buffering, lubrication and repair. They work well with an endoskeleton containing highly protected parts like nanohives, local power or just weight-reducing empty space; armoured or exoskeletal morphs might use a different muscle/actuator system (I am not sure insect musculature layouts scale that well to macroscopic size). That is why the body is also filled with circulating fluid carrying repair nanites (if only for the skin), filtering away broken parts and maintaining temperature. In the body cavity you will find the central energy sources, body maintenance systems and quite often just padding to make the shape right.
Extropian
OneTrikPony OneTrikPony's picture
Re: Synth Physiology
I also suspect that 'muscles' are the best solution for actuating a synth morph they've got lot's of advantages. That said; they're probably lot's more expensive than [url=http://en.wikipedia.org/wiki/Lynch_motor]flat motors[/url] and that would be why Case morphs look like a skinny [url=http://en.wikipedia.org/wiki/Asimo]ASIMO[/url] and have speed and aptitude caps. Of course there are the 'Shells' that don't need to have muscle analogues to perform their more limited functions and there will be other purpose built synths that work in environments (like Venus' surface) in which synthetic muscles probably can't operate. Why muscles are better:
Spoiler: Highlight to view
Extreme flexibility that allows connection around a joint with multiple planes of motion (Like a shoulder joint.) and also makes them resistant to damage from deformation in a way that hydraulic rams are not. (I know whereof I speak there; I've blown up 3 rams on equipment at work in the last year, actually busted a 2.5" shaft on the mini-excavator.) Muscles are redundant. You can ruin a muscle and the others will still work but if you tear one line on a hydraulic system the whole machine is dead. (obviously this could be overcome with a gated system but it's not worth running a gate valve one every ram that you'd need to have a full hydraulic body if you have the option of working synthetic muscles.) However Muscles are internally redundant so you can damage part of a muscle and still have reduced functionality. Shoot a small hole in an electric flat motor or hydro pump or blow a seal on a ram and that whole joint will no longer function. Eccentric Contraction: Muscles are extremely good at producing a braking force and absorbing kinetic energy. An example would be landing at the end of a jump or the bottom of a jogging stride. Electric motors don't do this nearly as well. Hydraulic systems don't do this at all. Isometric contraction: A muscle is fairly good at generating force without changing length. Meaning it can hold an appendage in a certain position. Electric motors don't do this without burning up or incorporating some type of sprague or locking mechanism. Hydraulic systems are slooow, they also have massive power losses at the pump even when the system is at rest. Shaft based electric motors can be very fast but they can't take advantage of the elliptical mechanics of sliding joints like a Human knee. The also can't work around ball joints like fingers, shoulders, vertebra, wrists, ankles ect. without a really large increase in the complexity of the frame and number of motors (diminishing returns in the presence of working synthetic muscle.)
I don't think synth morphs are manufactured with any 'Face' at all unless their intended purpose involves Face2Face interaction with a customer--and why would you put a synth in that position? Any social interaction is more effectively facilitated by a mesh avatar than some type of clunky mechanical face that has no productive purpose. If you're a corporation and you need someone with a face it's going to be better to put a socially skilled indenture in a Pod morph. Apparently some freaks like being bots, (Why?), so they will actually own a synth in which they can put any type of human analogue physiognomy they like on their bot and it's probably cheep to do so. (effectively cosmetic surgery) But the only reason they'd do that is to interface physically with Biomorphs because synthetic socialization it probably done through the mesh. As was stated above any synth that want's to avoid offending someone by a lack of ability to smile and wink can do so by broadcasting an AR skin. Gross Morphological departure from human norm is whimsical and fun, (or just silly and impossible to accurately role play), in a game setting. In any real analysis I can't see any argument for spiders or snakes or crabs. (And there is no case for octipods or giant parrots or other breed of furry no matter how hard you want to fap over the yiffiness, no, I havn't read the uplift books because it's a dumb idea promoted by PETA people and vegans who should be spending their intelligence and passion trying to change something that actually matters! damn, that felt good :D but I digress...) My point is that in a human environment gross morphological departure from the human norm is just wheelchair basketball. It might be fun or have some specialized utility but it's not a situation anyone would choose to take on full time in a world designed around bipedal humans. Having a snake or spider morph just means that you can't do 90% of the things other people do as well as 99% of other people. And what specialized utility does a snake or spider morph grant? In microgravity 8 legs is at least 6 more legs than you can ever use. In gravity having more than two legs is useless unless you want someone to ride you. I also have to disagree, strongly, with the proposal that having a snake body somehow helps you hold onto things or maneuver. I have two points here; A, Prehensile Feet [cost: LOW] it gives you more HANDS which is always better than more feet. B, how stable is one point of contact verses two or more? A bouncer can hold a grab bar with both feet/hands and work, or even with both feet/hands and one hand/hand or hold on with one feet/hand and then work with... I'm sure there are more permutations. But even two normal feet and legs are going to be more effective in micrograv than one snake body. Anyhow, in any environment, outside of the aquatic, humans are pretty much perfect or easily modified/accessorized for most tasks. I'd appreciate any argument that could hilight how an alternate morph is anything other than a handycap.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Yerameyahu Yerameyahu's picture
Re: Synth Physiology
I just want to comment on this point: "In microgravity 8 legs is at least 6 more legs than you can ever use. In gravity having more than two legs is useless unless you want someone to ride you." I must be missing the context or something, because I can see plenty of use in microgravity for at least 3 solid bracing points to hold yourself steady, and plenty of use in gravity (esp. high-G) for 4+ legs (again, stability in non-optimal walking situations).
OneTrikPony OneTrikPony's picture
Re: Synth Physiology
Sorry I do tend to ramble when i stop by to espouse mostly unfounded opinions and inuendo. My point is that in microgravity ARMS are better than LEGS. I just don't see any utility to a bunch of legs in micro gravity. If the nova crab had 8 arms and two claws I'd say cool but essentially he's got 2 claws two arms with tiny hands and 6 more of something that is only as useful as human legs and feet. What does he gain by toting all the mass of 4 redundant legs? Volume to volume a bouncer has more utility in micrograv than a novacrab or an arachnid synth because they have an equal number of thumbs and a bouncer's got hands at either end instead of just the one. (and on top of that, a bouncer doesn't have any problem working in a human lab or a kitchen or a workshop in a gravity environment.) But you also make my point about tertiary points of contact in reference to the slitheroid. In gravity low, normal or high (up to ≤ 2G I'd say) bipedal is the way to go. There's a reason that humans are the greatest distance runners in the animal kingdom. Extra legs help you carry more weight in the form of guts because you're a herbivore (cow, elephant) but we don't really need that since we invented wheels. Or extra legs and a long springy spine (cat, horse) can help you accelerate quickly to get meat or avoid being meat. We don't really need that because we invented chemistry and electronics. Extra legs don't really accomplish much besides lowering a bodys strength/Mass ratio. A significant fraction of the energy of each leg is tied up hauling around that leg. Diminishing returns. Now I'm not real sure about this but, it seems to me that spiders have lots of legs because spiders need to climb. (I have no idea why crabs have so many legs except that it makes them 8 Times as Tasty! can you imagine?! One of those nova crab claws must weigh 50lbs. I say boil the suckers then give me an ax, a crowbar, and a 5 gallon bucket of hot butter!) OK back to spiders. Spiders climb so they need lot's of legs to keep 3 points of contact at all times. But spiders also fall. And I've noticed that when the do they generally live through it. That's because they're small... damnit I kinda lost my train of thought and I'm hungry now I was going to say something about how strength scales linearly and mass gets cubed or something so the legs on a really big spider have to be much larger than scale and falling hurts more so the advantages of a giant spider at high G are very much muted but now I'm hungry. I'm sure you can figure it out for yourself.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Yerameyahu Yerameyahu's picture
Re: Synth Physiology
Heh, I dig. I just kinda assumed that arachnoid 'legs' were basically more handy. Look at real spiders (/insects): climb webs, climb walls, walk on water… That's what I did mean by 'non-optimal walking conditions'. So we agree.
Arenamontanus Arenamontanus's picture
Re: Synth Physiology
The smaller you are, the less you need to worry about gravity. If you halve your size, you about quarter your strength and area, but your mass is 1/8th. That is why spiders have no trouble falling - they reach a very low terminal velocity almost instantly. Also, when you are small there are plenty of handholds on most surfaces. Plus you can make use of stickiness. For human-scale morphs in microgravity the important thing is being able to maintain enough handholds to control movement. A bouncer might need three handholds for a solid stance, leaving it with just one free hand to do something else with. Having a tail or more limbs is a good idea. Having four or more handholds probably is excessive for most situations - but when rushing it makes sense. The big problem in microgravity spaces is that you could drift into a volume with no handholds. Very embarrassing - hence a tendency for microgravity habitats to be rather warren-like. Being able to fly or cause air flows is not a bad idea. Even if you are not ambidextrous having numerous manipulators can be practical. The novacrab, equipped with extra hands and grip pads, can work in extremely inconvenient spaces with numerous tools ready. In full zero gravity you can just put tools in the air (briefly before they drift), but if there is a grav field this might not be possible. So I think the crab makes sense.
Extropian
OneTrikPony OneTrikPony's picture
Re: Synth Physiology
Thank YOU, Arenamontanus, for saying what I was trying to think. LOL :D Here's a vid about controlling movement in microgravity. http://spaceflight.nasa.gov/gallery/video/station/expedition6/qtlow/bowe... here's a .wmv version if you hate quicktime. http://spaceflight.nasa.gov/gallery/video/station/expedition6/net56/bowe... And here's the page it came from. http://spaceflight.nasa.gov/living/spacewear/index.html I was actually really surprised at how little rotational momentum his arms seemed to impart to his body. I guess it's kind of a closed system. You can't see from the vid but I think he just had his toes hooked under a grab bar. Drifting into space would be terrifying which is why I'd rather replace 4 of my or spider hip joints with ducted fans. I suppose the rule would be that you can't apply torque greater than the mue (friction) of your points of contact and then you probably have to compare the width of your base to the length dimention of the torque or something. (sorry for being unclear I'm just not smart enough to put what I do at work into actual werds :( )

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Yerameyahu Yerameyahu's picture
Re: Synth Physiology
Incidentally, the Arachnoid *does* have air-jet maneuvering for microgravity. And Pneumatic Limbs. And wheels. And manipulator claws on each arm/leg. This is the specific morph, of course, and not a general discussion of the benefits of 4+ limbs, but it does seem relevant. :) Compared to the slitheroid, or even the bouncer, it's no contest (microgravity or not). That brings us back to my earlier point: the bouncer *is* human (mostly), and the slitheroid *looks* human-ish (compared to crabs, etc.), while the arachnoid is a giant robospider. :) With only 2 small limbs, I think the slitheroid is the worst low-G option, and not great for many-tool-use, but it's a good option if you need a non-humanoid synthetic that still looks humanish. I don't know why you'd need that, but there it is. :D It's faster on ground than a Synth, more durable, more base armor… and costs 10 more CP/1 higher cost class. At least it's not Uncanny *nor* Clanking Masses. I guess there's a niche market of some kind.