Drone Programmer

A close-up of a hand wearing a glove holding a futuristic device with a screen displaying a holographic globe and various data interfaces.

One notable hybrid interface device, with both physical and digital aspects, is the Drone Programmer. It is used to encode key tasks or functions into the drone. Note that it is seen only briefly—so we’re going off very little information. It facilitates a crucial low-level reprogramming of Drone 172.

This device is a handheld item, grasped on the left, approximately 3 times as wide as it is tall. Several physical buttons are present, but are unused in the film: aside from grasping, all interaction is done through use of a small touchscreen with enough sensitivity to capture fingertip taps on very small elements.

Jack uses the Programmer while the drone is disabled. When he pulls the cord out of the drone, the drone restarts and immediately begins to try and move/understand its surroundings.

A person stands facing a large, futuristic robotic head with multiple cameras and sensors, while two armed figures are positioned nearby in a dimly lit environment.
When Drone 172 is released from the Programmer cable, it is in a docile and inert state…
A person standing in front of a large, futuristic robotic machine with glowing lights and mechanical arms, set in a dimly lit environment.
…but it quickly becomes aware, its failsafes shut down and its onboard programming taking over.

From this we understand that drones are controlled via internal software; this is the only time we see them programmed or their behavior otherwise influenced by a human. This reprogramming requires an external device wired into the drone in direct physical proximity, which suggests an otherwise high level of autonomy for each drone.

(Narrative implications) Following Orders

The Drone Programmer, and the way it interacts with Drone 172, suggests useful information about the Drones’ default states—namely, that their default state is autonomous, aggressive, and proactive, depending upon their orders and programming.

Drone 172 does not attack at this stage, and we have seen through Jack’s eyes on the screen that this is due to an overriding primary objective, implanted directly into the Drone’s firmware / low level programming: Rendezvous with the Tet.

Low Level Controller: Handle With Care

A gloved hand holding a futuristic device with a digital screen displaying various readings and graphs.

Its suggestion of a provisional or failsafe role is reinforced by warning text above the display, (legible at high resolution,) reflective of its power: “Electric Hazard Do Not Touch Terminals on Both Lines at Same Time: Lead Ends May Be Energized…

Between this and the sparks ignited when the cable is detached from the Drone, one gets the sense of a device somewhere between a terminal and a jumper cable. Potent, hazardous, direct.

A close-up image of a hand holding a wire while interacting with the interior of a mechanical object.
A close-up of a male astronaut in a futuristic suit, focused on a mechanical device above him, set in a dimly lit environment with sparks and steam.

Jack is clearly at ease with the Programmer and its usage from repair sessions at home and in the field. This ease suggests either that his training (or memory replacement) is thorough, or that such low level work is needed frequently enough to be quite familiar.

The latter explanation, along with the Programmer’s nature as a physical device requiring direct proximity, would reinforce the interpretation that Tet places a remarkable amount of trust in instances of the human Maintenance team, and that the equipment in question is nearly symbiotic with the Team(s) in its need for frequent recovery.

Thus through this one seemingly incidental device, and its low level role in the chain of command, we can deduce that the combination of Drones and Team(s) is much more effective than either could be individually. Jack was reprogrammed by his time spent in curious wandering, crossed with the opportunity presented by the book quotation mentioned as a trigger. In the case of Jack, the book and its couplet is the low-level reprogramming device, shocking in its directness.

Dialogue within the film reinforces the analogy directly: We learn during this sequence that the first invasion phase entailed many instances of a short-lived (non-learning) Jack as soldier. We also learn that phase two is this symbiotic maintenance arrangement between human and machine. When it is suggested that Drone 172 is the weapon, Jack corrects that it is he himself—its user and maintainer—who is the weapon. Without his role as user and maintainer, the machine would ultimately be a neutralized mechanical husk.

Lessons:

  1. Low level interfaces suggest fundamental programming and activity.
    (NOTE: Compare to interfaces such as the Nostromo Self Destruct pulls in Alien, etc.)
  2. Use of low level interfaces suggests familiarity and/or “grace under pressure”, as well as systemic trust in the user.
  3. Low level interfaces suggest a deep symbiosis between the user and the machine, to the point of interdependence.
    (NOTE: Compare to failsafe systems and manual overrides in aeronautics and (a few realistic moments in) space films such as Sunshine. In an alternate universe, I have the time to cover/analyse Sunshine to uncover this very dynamic…)
  4. Bonus Lesson (Oblivion-centric): By analogy, in highly technological or post-apocalyptic settings, books are, for humans, a low level interface, forcing the user to slow down and absorb sometimes startling, unexpected, or course-changing information.

The Drone

A spherical robot with the number 166 in a dark, smoky environment, hovering above burning debris.

Each drone is a semi-autonomous flying robot armed with large cannons, heavy armor, and a wide array of sensor systems. When in flight mode, the weapon arms retract. The arms extend when the drone senses a threat.

A figure stands amidst debris, lifting a large spherical object that emits bright beams of light in a dark environment.

Each drone is identical in make and temperament, distinguishable only by large white numbers on its “face”. The armored shell is about a meter in diameter (just smaller than Jack). Internal power is supplied by a small battery-like device that contains enough energy to start a nuclear explosion inside of a sky-scraper-sized hydrogen distiller. It is not obvious whether the weapons are energy or projectile-based.

The HUD

The Drone Interface is a HUD that shows the drone’s vision and secondary information about its decision making process. The HUD appears on all video from the Drone’s primary camera. Labels appear in legible human English.

Video feeds from the drone can be in one of several modes that vary according to what kind of searching the drone is doing. We never see the drone use more than one mode at once. These modes include visual spectrum, thermal imaging, and a special ‘tracking’ mode used to follow Jack’s bio signature.

Occasionally, we also see the Drone’s primary objective on the HUD. These include an overlay on the main view that says “TERMINATE” or “CLEAR”.

A digital overlay displaying targeting data and identifiers, with a focus on the word 'TERMINATE', set against an orange background.

In English, the HUD displays what look to be GPS (or similar) coordinates at the top, the Drone’s number (i.e. 185), and the letters A1-XX. The second ‘X’ is greyed out, and this area remains constant between Drones regardless of what mode they are in or what their current mission is.

Additional information covers the left and right sides of the Drone’s vision. All information on the HUD changes in real time, and most appears to be status information about the drone itself or its connection to the Home Station and the Tet.

Physical Feedback

For nearby techs (or enemies), the Drones have a simple voice (tonal) language to describe queries, anger, and acknowledgement of commands. This is similar to R2-D2 from Star Wars, or to pets, like dogs and cats.

A futuristic robotic sphere with the number 166 displayed on its front, equipped with mechanical arms and a single red eye, set against a dimly lit background.

If people or Maintenance Techs are close enough to see details on the drone, the drones’ iris dilates when the drone enters an aggressive mode, then contracts when the drone determines that there is no further threat.

Post-Mission Review

As an overlay on the video feed, this looks like an attempt to more fully immerse the maintenance team in the (artificial) story that the Tet is trying to perpetuate. We never see Vika watch directly through a drone’s eye, but she accesses similar information very easily from the Tet and the Bubbleship.

The most useful situation for this kind of HUD overlay is a post-mission review of a Drone’s activity. Post-mission, the HUD would allow the team to understand how the Drone was making decisions. Given that the Drones appear to be low-level Artificial Intelligence, this would be useful for getting into the Drone’s mind. Jack knows that the drones are temperamental from his encounter at the downed NASA ship, and he would want to make sure that he understands them.

Given how quickly the drone makes decisions, there would not be enough time for Vika to notice that a Drone had made a decision (based on its HUD), then countermand that order. The drone appears to have just enough reaction time for Jack to announce himself before being eliminated.

Futuristic user interface displaying data analysis and terrain information, with orange tones and digital readouts.

If the numbers at the top do conform to the Drone’s current position on the ground, it is surprising that it doesn’t also show the altitude of the drone. The Drone’s position in 3d space would be far more useful to a team trying to understand what the Drone was up to after a mission. It is likely that this is an attempt to keep information from the maintenance team to correspond better to Vika’s 2d command console, and the Tet likely knows exactly where each drone is.

If the maintenance team is infrequently accessing the Drone HUD, more labeling of information on the active status of the Drones would make the data more useful on quick viewing. Right now, the maintenance team needs to constantly remember what each area means, and what each icon represents. The different data formats are good clues, but more labeling would make everything instantly clear and allow the team to focus on the situation instead of deciphering the interface.

At the same time, the wealth of information related to the Drone’s operational status means that a review session using freeze-frames could allow a Team to deduce any functional reasons for an unexpected or catastrophic action on the Drone’s part. Thus the suggestion is reinforced that this HUD is meant for post-operation analysis and not in-the-moment error correction.

There is a potential clue (or Tet hand-tip) for the Team here: Even a catastrophic failure that resulted in the termination of Jack is acceptable enough for Tet not to emphasize in-the-moment error correction as an option for the Team. Tet knows it has plenty of Maintenance Team members in queue. The Maintenance Team does not.

Deceptive, Effectively

The Drone HUD provides useful information to the Maintenance Team for post-mission review. This HUD also works well as a way to make the maintenance team think it has control and understanding over the drone. This deception effectively keeps critical information firmly in the hands of the Tet.

For the Maintenance Team, this deception doesn’t affect their job. What does affect their job is the lack of labels on the data. Better labeling and a more efficient use of space around the edges would make the maintenance team’s life much easier without releasing any extra information from the Tet’s hands.

Perhaps the abundance of information on the display is meant to suggest to the Maintenance Team that other humans will deal with or are dealing with that overabundance in some other setting. If so, these would be impressive lengths for Tet to go to in its serial deception of each instance of the team.

It is worth noting that Oblivion marks one of relatively few cases where an internally-facing HUD with human-readable data can be rationalized as part of the story, rather than simply material for the viewing audience.

Lessons:

  1. Clearly label Information
  2. Speak in a language your users understand
  3. Don’t use up space with unnecessary information