Rotwang’’s Maschinenmensch (Machine-Man)

Rotwang’s Machine-Man is the most magical technology seen in the film. This is understandable since there the only common precedent available to the audience were stories of golems and imps, soulless and wicked servants out to wreck havoc at their master’s bidding. Despite this imp paradigm, many of the interfaces around the Machine-Man are worthy of note.

Rotwang reveals the Machine-Man.

When Rotwang first reveals the Machine-Man to Joh, he does so with a dramatic yank of a curtain to the side. There sits the automaton, in a throne before a catwalk. In response to the curtain’s opening, the catwalk gradually illuminates. Did the Man-Machine turn the lights on? Was it a “curtain switch?” The movie gives no clues, but the lesson is clear. Light signals power, and the Machine-Man is imbued with a lot of it.

The Machine-Woman awaits Rotwang’s instructions.

The Machine-Man as Joh meets it is entirely machine in appearance. (Beautifully designed by Walter Schulze-Mittendorff. This piece of sci-fi is so iconic and seminal that it warrants its own Wikipedia page.) At Joh’’s instruction, Rotwang gives the Machine-Man the outward likeness of Maria. How he is actually able to accomplishing this is vague, but note that as he twists up the power, more and more bars illuminate at the foot of the table. An early establishment that, as power increases, so does light.

Rotwang powers the transformation table.

This “light = power” theme is reinforced a number of times throughout this sequence.

Some machine glows as Rotwang turns it on.

With a switch the transformation begins.

Rotwang increases the power to the transformation table.

What does the tall tank, the arcing sphere, or the large wafer switch do? We don’’t know. But with the flick of a switch, something glows, and even without any sound to tell us, we know that he’’s summoning a great deal of power for what he’s about to do next.

Machine-Maria devises her saboteur’’s scheme.

Machine-Maria looks nearly identical to the real Maria. But in seeking to make the differences clear to the audience, actress Brigitte Helm needed to supply some kind of uncanny valley a century before the term was invented. Her response, which underscores the “evil twin” nature of Machine-Maria, was to adopt sharp, precise movements, an under-the-brow stare, and asymmetry. These simple cues let us know in a few seconds that she is not human and not to be trusted.

On the pyre, Machine-Maria reverts to her original form.

Machine-Maria’s death also underscores its deeply magical roots. When burning on the pillar, Machine-Maria transforms back to her original, machine-like form for little given reason other than her spell has been somehow broken.

Robbie the Robot

Dr. Morbius creates Robbie after having his intellectual capacity doubled by the Krell machines. The robot is a man-sized, highly capable domestic servant receiving orders aurally, and responding as needed with a synthesized voice of his own.

Robbie exits the cockpit of his vehicle.

Robbie invites the men inside.

Robbie first appears steering a special vehicle to pick up the officers. It is specially built for him, accommodating his inability to sit down. From this position, he can wirelessly maneuver the vehicle, and even turn his head around to address passengers.

Robbie fires Adams’’ sidearm.

Despite his having only two wide, flat fingers on each hand, he is able to grasp and manipulate objects as a human would. To demonstrate this, Morbius has him aim and fire Commander Adams’’ weapon at a nearby tree. How he pulled the trigger is something of an unanswered question since his hands are hidden from view as he fires, but he does so all the same. This makes him quite useful as an interface, since he is able to use any of the devices already in the environment. Additionally, should he become unavailable, humans can carry on in his absence.

Alta thanks Robbie for offering to make her a new dress.

Given that he must interact with humans, who have social needs, his stature helps ingratiate him. In one scene Alta wishes to express her gratitude for his promise of a new dress, and she gives him a hug. Though he does not hug back, she still smiles through and after the expression. Had he been less anthropometric, she would have had to express her thanks in some other way that was less pleasant to her.

Robbie warms the coffee for Alta and Farman.

In addition to being physically suited for human interaction, he is quite socially aware and able to anticipate basic human needs. In one scene, as Lt. Farman walks with Alta towards a cold pot of coffee, without having been asked, Robbie reaches down to press a button that warms the coffee by the time the two of them arrive. He also knows to leave immediately afterwards to give the two some privacy.

Despite these human-like qualities, some of his inhuman qualities make him useful, too. He is shown to be incredibly strong. He is tireless. He can synthesize any material he “tastes.”

With eyes behind his head, Robbie shoos a pesky monkey.

He even has “eyes in the back of his head,” or a 360-degree field of vision for surveillance of his surroundings. In one charming scene he combines this observation with small nonlethal lasers to shoo away a pesky monkey trying to steal fruit behind his back.

Morbius shows Robbie’’s “sub-electronic dilemma” when asked to harm a human.

Addressing safety concerns, Robbie is built to obey Asimov’’s first law of robotics. After having his creator instruct him to point a weapon at Adams, and “aim right between the eyes and fire,” Robbie’’s servos begin to click and whir noisily. His dome glows a pinkish-red as blue sparks leap across it. Morbius explains, ““He’’s helpless. Locked in a sub-electronic dilemma between my direct orders and his basic inhibitions against harming rational beings.”” When the command is canceled, the sparks stop immediately and the red fades over a few seconds.

This failsafe seems quite serious, as Dr. Morbius explains that if he were to allow the state to continue, that Robbie would “blow every circuit in his body.” Since the fault of such a state is with the one issuing the command and not Robbie, it seems a strange design. It would be like having your email server shut down because someone is trying to send an email infected with a virus. It would make much more sense for Robbie to simply disregard the instruction and politely explain why.

Piranha dolls

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After landing on Tau Ceti, Barbarella is captured by feral children who tie Barbarella to a set of poles and turn a set of robot dolls on her.

The dolls exhibit some crude intelligence. They walk on their own toward Barbarella. Stomoxys (or is it Glossina? It’s tough to tell with these two.) twists a knob on a control panel of four similar, unlabeled knobs, and the dolls’ piranha-toothed mouths begin to crank open and slam shut. They then attack Barbarella, clinging and biting her legs and arms.

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At first the dials seem a strange choice for a killing device, but then you realize that this isn’t mean to be efficient. Rather, the choice of dials for controls fits the childrens’ awful goal. Stop dials are best for setting variables within a range of values. The dolls must have a few variables, like walking speed, biting force, and biting speed, that the horrible children will want to play with as they entertain themselves with this torture.

And of course to “improve” this interface you might want to label the dials so a new user would know what does what, but who would really want to make torture toys more usable?

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Floor sweeping robots

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To illustrate his capitalist ideology, (a high-tech version of the parable of the broken window) Zorg activates his automatic cleaning robots. To do this, he deliberately crashes a glass to the floor, where a set of robots come scuttling out from beneath his desk and begin cleaning up.

Three of them serve to demarcate the space as a “”robots working”” zone, with tall masts from which red beacon lights warn anyone nearby. In the middle of these three, a sweeper robot gathers the large pieces of glass with broom and dustbin actuators.

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Then, a vacuum robot spins above the location to remove the fine pieces of glass.

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Finally, a hemispheric robot also comes to sterilize the area, or possibly to just spray a pleasing scent in the air. After they are done, they retreat automatically to the desk, and a new drinking glass rises from a hidden compartment to Zorg’s desktop, filling with water to the accompaniment of a small voice that announces ““water”” and, as a bowl of the stuff also raises, ““fruit.””

As Zorg pulls a cherry from the bowl, the same voice announces somewhat pointlessly, ““a cherry.”” (Perhaps useful if the eater is unfamiliar with basic types of fruit.)

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Analysis

The robots are meant to do their job safely and efficiently, and then put themselves away as quickly as possible. The main “interface” task they have is to keep nearby humans informed and safe. (Did Asimov write a law for vacuum cleaners?) A minor secondary goal might be to distinguish the function of each by their shape. The robots inform observers explicitly with the stanchion robots’ beacon lights and bright red patterns. In addition, the whirring sounds of each robot’s motors and actuators help to reinforce the fact that they are working. If they were completely silent they would be more problematic for people not looking or unable to see. The beacon might be a bit of overkill and distracting to someone at a distance, but since the robots are small enough to be a trip hazard, and Cornelius is in fact less than a meter away at the time of sweeping, I can see why it might be needed in this particular case. That they are each readily distinguishable means it might be easier to intervene or select a particular one for maintenance. So, aside from the faulty logic they’re meant to embody, mostly really well designed.

The main improvement I can imagine is that the system might reduce the trip hazard by unifying these disparate functions in a single device, and then either keeping them stanchion-high or flattening its top out like a step. But then we’d just have invented Roomba five years early.

Extra credit

This isn’t the first floor cleaning robot seen on the silver screen. There was another movie over three decades before that included one, even though it wasn’t what most people would consider sci-fi. Can any of the Make It So readers identify that film in the comments? (I’ll post pics of the answer once someone guesses it.)

Other floor cleaning robots

Yesterday I offered extra credit if a reader could name the first floor sweeping robot in a film in the Make It So survery. Pixel I/O smartly noted that The Jetsons (debut 1962) had one—its autovac. (Thanks to Matt Houghton of TechVert.com for posting the image.)

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This is a great catch, but Pixel I/O rightly acknowledged that The Jetsons was not a film, so off by a technicality. Shouts out anyway, as this example was a full three or four years before the film I did have in mind, which was the only-nominally sci-fi comedy The Glass Bottom Boat (1966). Still, I happened to come across it in research and captured it.

In the film, the inventor Rod (Bruce Templeton) tries to impress Jennifer (Doris Day) with this floor-cleaning robot. It only manages to pop out of its door to arc towards a dropped banana peel and through reversed footage, arc right back into its home under the kitchen island.

What’s interesting about these two examples are their similarity. They’re each the size of a small dog. Each has an antenna and two eyes. The antennae speak of the radio-controlled paradigm of the era. Audiences needed to know how they are being controlled, and this shortcut answered the question at a glance. The eyes hint at a need for anthropomorphism, or possibly zoomorphism, for users to understand the thing’s capabilities. We know it can see us and the things around it because of this simple visual affordance.

Yellow circles everywhere

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Korben (and his poor neighbor) aren’t the only ones to deal with the yellow circles. Apparently they appear everywhere.

When Right Arm fails to convince the counter staff for Fhloston Paradise that he is Korben Dallas. Knowing that he works for a sociopathic killer, he gets upset. As the doors to gate 18 close behind her, the ticket taker smiles and says, “Sorry, sir, boarding is finished!” and the platform on which she stands lowers her out of sight. At the same time a pane of glass with the familiar two yellow circles rises up. In his frustration, Right Arm shouts, “I don’t believe this!” and pounds the glass(?) around the booth.

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Instantly, a whooping warning is heard, and three columns of computer-controlled guns drop from the ceiling, clacking into place as if they were being armed. Two columns are behind him and one directly in front, each with two guns, pointing a total of six automatic weapons at him. Red LEDs blink on the column in front near a camera and a voice sternly warns him, “This is not an exercise. This is a police control. Put your hands in the yellow circles…”

The scene is played for laughs, as an example of an inappropriately harsh reaction to an expression of frustration. But the design of the system is worth noting. The compliance technique is designed to be easy to communicate and comprehend. The recorded voice could have said something like “stand in a spread-eagle position against the glass” but that is too wordy and leaves lots to interpretation. Giving the user very basic signals, i.e. yellow circles, and a very unambiguous task, i.e. putting your hands in the circles, is as clear as it could be. (Though I’m not sure what would happen if you were someone with only one hand, or no hands, or a prosthetic hand.)

The red lights, stern recorded audio, mechanical sounds, and whooping sound all let Right Arm know the gravity of the situation he’s in. Even the fact that they drop and swivel toward him give him the clear signal that if he tried to run, these weapons could track him. The sound appears behind him first, causing him to swivel, where he’s met with the four menacing barrels. He is first disoriented and then cowed.

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Sure, I’d really hate to live in such an oppressive police state where expressing frustration in public is met with possible death from a robot, but looking at it purely from the perspective of the signals and instructions, it’s well done.

Gort!

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Gort is one of the most well known film robots from the 1950s. (He predates the most well-known robot, Robbie, by about 5 years.) His silent imperviousness, menacing slowness, and awesome disintegration ray make him an intimidating puzzle to the characters that face him. (“Him?” you may be wondering. The gender is apparent from the original script.) Klaatu explains that Gort was created as part of an interplanetary police force, there to ensure “complete elimination of aggression.” Klaatu explains that upon witnessing violence robots like Gort “act automatically against the aggressor,” though this behavior can be overridden. In this role Gort acts more like an independent character than a computer. Still, he is a robot, and dealings with Gort involve three interfaces: voice control, his visor, and something akin to Aldis lamp Morse code.

Voice Control

Gort emerges when Klaatu is wounded by a nervous and hair-triggered soldier. Gort eliminates the immediate threats with his disintegrator ray and seems intent on killing the tank commander when Klaatu issues a command in an alien language, “Gort! Deglet ovrosco!” Immediately after hearing the instruction Gort remains motionless. Gort obeys this order until Klaatu gives him another signal by a light code, discussed below.

Gort is not just keyed to Klaatu’s voice. When Helen approaches Gort, he begins to attack her. When she speaks the words, “Klaatu barada nikto” (Yes, that Klaatu barada nikto) to Gort, he ceases his attack and carries her into the heart of the spaceship, where she is imprisoned and protected until Gort fetches and revives Klaatu. It is clearly just the words that Gort responds to, and not the speaker. This seems like a pretty big security flaw. Can any criminal issue this command and get off scot-free? Learn the Gortian command for “shoot to kill” and suddenly your protector is your assassin? This brings us, as so many things do in sci-fi, to multifactor authentication. I’ll just leave that there.

Visor

Gort’s disintegrator ray emerges from a visor slot on his head. Gort must raise the visor before using the weapon. When armed, a small light illuminates and cyclically scans left and right in the visor space. These two modes, i.e. the visor’s being up and the light, act as increasingly escalated signals to any observers of the seriousness of the situation.

The army intuitively understands the meaning of this signal even having never before experienced it. They all back away in fear, and rightly so. As such the visor acts as a signal of the readiness of a very dangerous weapon.

Aldis signaling

One night Klaatu sneaks from the boarding house back to the spaceship, around which the army has placed guards and a barrier. Klaatu finds a viewing window in the barrier, but Gort is facing away from it. To get Gort’s attention silently, Klaatu uses a flashlight to shine a series of Morse-code-like* signals onto a wall that Gort faces. In response, Gort turns to the source of the light. Klaatu continues to signal Gort directly on his visor. In this way Klaatu reactivates Gort.

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This sequence implies that there are a series of channels by which Gort could be signaled, each allowing for a different constraint. Though codes like the Aldis code have a steep learning curve, and might not be recommended for more intermediate users, they clearly have their uses in mission-critical systems that are prone to the chaos of landing on alien worlds.

*It’s not real Morse code since the third “letter” is 8 “dots,” way beyond the maximum 5 defined in Morse.

The Dropship

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The Axiom Return Vehicle’s (ARV’s) first job is to drop off Eve and activate her for her mission on Earth. The ARV acts as the transport from the Axiom, landing on the surface of Earth to drop off Eve pods, then returning after an allotted time to retrieve the pods and return them to the Axiom.

The ARV drops Eve at the landing site by Wall-E’s home, then pushes a series of buttons on her front chest. The buttons light up as they’re pushed, showing up blue just after the arm clicks them. At the end of the button sequence, Eve wakes up and immediately begins scanning the ground directly in front of her. She then continues scanning the environment, leaving the ARV to drop off more Eve Pods elsewhere.

If It Ain’t Broke…

There’s an oddity in ARV’s use of such a crude input device to activate Eve. On first appearance, it seems like it’s a system that is able to provide a backup interface for a human user, allowing Eve to be activated by a person on the ground in the event of an AI failure, or a human-led research mission. But this seems awkward in use because Eve’s front contains no indication of what the buttons each do, or what sequence is required.

A human user of the system would be required to memorize the proper sequence as a physical set of relationships. Without more visual cues, it would be incredibly easy for the person in that situation to push the wrong button to start with, then continue pushing wrong buttons without realizing it (unless they remembered what sound the first button was supposed to make, but then they have one /more/ piece of information to memorize. It just spirals out of control from there).

What was originally for people is now best used by robots.

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So if it’s not for humans, what’s going on? Looking at it, the minimal interface has strong hints of originally being designed for legacy support: large physical buttons, coded interface, and tilted upward for a person standing above it. BNL shows a strong desire to design out people, but leave interactions (see The Gatekeeper). This style of button interface looks like a legacy control kept by BNL because by the time people weren’t needed in the system anymore, the automated technology had already been adapted for the same situation.

Large hints to this come from the labels. Each label is an abstract symbol, with the keys grouped into two major areas (the radial selector on the top, and the line of large squares on the bottom). For highly trained technicians meant to interact only rarely with an Eve pod, these cryptic labels would either be memorized or referenced in a maintenance manual. For BNL, the problem would only appear after both the technicians and the manual are gone.

It’s an interface that sticks around because it’s more expensive to completely redo a piece of technology than simply iterate it.

Despite the information hurdles, the physical parts of this interface look usable. By angling the panel they make it easier to see the keypad from a standing position, and the keys are large enough to easily press without accidentally landing on the wrong one. The feedback is also excellent, with a physical depression, a tactile click, and a backlight that trails slightly to show the last key hit for confirmation.

If I were redesigning this I would bring in the ability for a basic- or intermediate-skill technician to use this keypad quickly. An immediate win would be labeling the keys on the panel with their functions, or at least their position in the correct activation sequence. Small hints would make a big difference for a technician’s memory.

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To improve it even more, I would bring in the holographic technology BNL has shown elsewhere. With an overlay hologram, the pod itself could display real-time assistance, of the right sequence of keypresses for whatever function the technician needed.

This small keypad continues to build on the movie’s themes of systems that evolve: Wall-E is still controllable and serviceable by a human, but Eve from the very start has probably never even seen a human being. BNL has automated science to make it easier on their customers.

Dust Storm Alert

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While preparing for his night cycle, Wall-E is standing at the back of his transport/home. On the back drop door of the transport, he is cleaning out his collection cooler. In the middle of this ritual, an alert sounds from his external speakers. Concerned by the sound, Wall-E looks up to see a dust storm approaching. After seeing this, he hurries to finish cleaning his cooler and seal the door of the transport.

A Well Practiced Design

The Dust Storm Alert appears to override Wall-E’s main window into the world: his eyes. This is done to warn him of a very serious event that could damage him or permanently shut him down. What is interesting is that he doesn’t appear to register a visual response first. Instead, we first hear the audio alert, then Wall-E’s eye-view shows the visual alert afterward.

Given the order of the two parts of the alert, the audible part was considered the most important piece of information by Wall-E’s designers. It comes first, is unidirectional as well as loud enough for everyone to hear, and is followed by more explicit information.

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Equal Opportunity Alerts

By having the audible alert first, all Wall-E units, other robots, and people in the area would be alerted of a major event. Then, the Wall-E units would be given the additional information like range and direction that they need to act. Either because of training or pre-programmed instructions, Wall-E’s vision does not actually tell him what the alert is for, or what action he should take to be safe. This could also be similar to tornado sirens, where each individual is expected to know where they are and what the safest nearby location is.

For humans interacting alongside Wall-E units each person should have their own heads-up display, likely similar to a Google-glass device. When a Wall-E unit gets a dust storm alert, the human could then receive a sympathetic alert and guidance to the nearest safe area. Combined with regular training and storm drills, people in the wastelands of Earth would then know exactly what to do.

Why Not Network It?

Whether by luck or proper programming, the alert is triggered with just enough time for Wall-E to get back to his shelter before the worst of the storm hits. Given that the alert didn’t trigger until Wall-E was able to see the dust cloud for himself, this feels like very short notice. Too short notice. A good improvement to the system would be a connection up to a weather satellite in orbit, or a weather broadcast in the city. This would allow him to be pre-warned and take shelter well before any of the storm hits, protecting him and his solar collectors.

Other than this, the alert system is effective. It warns Wall-E of the approaching storm in time to act, and it also warns everyone in the local vicinity of the same issue. While the alert doesn’t inform everyone of what is happening, at least one actor (Wall-E) knows what it means and knows how to react. As with any storm warning system, having a connection that can provide forecasts of potentially dangerous weather would be a huge plus.

The Gatekeeper

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After the security ‘bot brings Eve across the ship (with Wall-e in tow), he arrives at the gatekeeper to the bridge. The Gatekeeper has the job of entering information about ‘bots, or activating and deactivating systems (labeled with “1”s and “0”s) into a pedestal keyboard with two small manipulator arms. It’s mounted on a large, suspended shaft, and once it sees the security ‘bot and confirms his clearance, it lets the ‘bot and the pallet through by clicking another, specific button on the keyboard.

The Gatekeeper is large. Larger than most of the other robots we see on the Axiom. It’s casing is a white shell around an inner hardware. This casing looks like it’s meant to protect or shield the internal components from light impacts or basic problems like dust. From the looks of the inner housing, the Gatekeeper should be able to move its ‘head’ up and down to point its eye in different directions, but while Wall-e and the security ‘bot are in the room, we only ever see it rotating around its suspension pole and using the glowing pinpoint in its red eye to track the objects its paying attention to.

When it lets the sled through, it sees Wall-e on the back of the sled, who waves to the Gatekeeper. In response, the Gatekeeper waves back with its jointed manipulator arm. After waving, the Gatekeeper looks at its arm. It looks surprised at the arm movement, as if it hadn’t considered the ability to use those actuators before. There is a pause that gives the distinct impression that the Gatekeeper is thinking hard about this new ability, then we see it waving the arm a couple more times to itself to confirm its new abilities.

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The Gatekeeper seems to exist solely to enter information into that pedestal. From what we can see, it doesn’t move and likely (considering the rest of the ship) has been there since the Axiom’s construction. We don’t see any other actions from the pedestal keys, but considering that one of them opens a door temporarily, it’s possible that the other buttons have some other, more permanent functions like deactivating the door security completely, or allowing a non-authorized ‘bot (or even a human) into the space.

An unutilized sentience

The robot is a sentient being, with a tedious and repetitive job, who doesn’t even know he can wave his arm until Wall-e introduces the Gatekeeper to the concept. This fits with the other technology on board the Axiom, with intelligence lacking any correlation to the robot’s function. Thankfully for the robot, he (she?) doesn’t realize their lack of a larger world until that moment.

So what’s the pedestal for?

It still leaves open the question of what the pedestal controls actually do. If they’re all connected to security doors throughout the ship, then the Gatekeeper would have to be tied into the ship’s systems somehow to see who was entering or leaving each secure area.

The pedestal itself acts as a two-stage authentication system. The Gatekeeper has a powerful sentience, and must decide if the people or robots in front of it are allowed to enter the room or rooms it guards. Then, after that decision, it must make a physical action to unlock the door to enter the secure area. This implies a high level of security, which feels appropriate given that the elevator accesses the bridge of the Axiom.

Since we’ve seen the robots have different vision modes, and improvements based on their function, it’s likely that the Gatekeeper can see more into the pedestal interface than the audience can, possibly including which doors each key links to. If not, then as a computer it would have perfect recall on what each button was for. This does not afford a human presence stepping in to take control in case the Gatekeeper has issues (like the robots seen soon after this in the ‘medbay’). But, considering Buy-N-Large’s desire to leave humans out of the loop at each possible point, this seems like a reasonable design direction for the company to take if they wanted to continue that trend.

It’s possible that the pedestal was intended for a human security guard that was replaced after the first generation of spacefarers retired. Another possibility is that Buy-N-Large wanted an obvious sign of security to comfort passengers.

What’s missing?

We learn after this scene that the security ‘bot is Otto’s ‘muscle’ and affords some protection. Given that the Security ‘bot and others might be needed at random times, it feels like he would want a way to gain access to the bridge in an emergency. Something like an integrated biometric scanner on the door that could be manually activated (eye scanner, palm scanner, RFID tags, etc.), or even a physical key device on the door that only someone like the Captain or trusted security officers would be given. Though that assumes there is more than one entrance to the bridge.

This is a great showcase system for tours and commercials of an all-access luxury hotel and lifeboat. It looks impressive, and the Gatekeeper would be an effective way to make sure only people who are really supposed to get into the bridge are allowed past the barriers. But, Buy-N-Large seems to have gone too far in their quest for intelligent robots and has created something that could be easily replaced by a simpler, hard-wired security system.

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