Applications Overcoming the Uncanny Valley

Total Page:16

File Type:pdf, Size:1020Kb

Applications Overcoming the Uncanny Valley Editor: Mike Potel Applications www.wildcrest.com Overcoming the Uncanny Valley tories about golems—humanlike beings simpli" ed and underlined reality that makes them Tom Geller molded from base clay—have ancient origins visually magnetic.” (The market seems to have in Jewish folklore. According to traditional sided with Ebert, as the movie recouped its $150- Sstories, these soulless creatures serve wise men for million-dollar budget by its ninth week.) both household tasks and community protection. Many who criticized The Polar Express pointed Just as often, golems turn on their masters. But to a short 1970 essay by Japanese roboticist Ma- mindlessness, not malice, fuels their conversions sahiro Mori. The essay’s title, “Bukimi no tani,” to brutality. For these automatons are humanlike is widely translated as “The Uncanny Valley.” In but not quite human—they’re like animated corps- it, Mori gave examples of several types of mov- es, lacking volition and desire. ing and still humanlike images. He posited that, Some say the golems’ nearness to ourselves when such characters approach realistic similar- makes them more frightening than other threats. ity to humans, they stop being likable and instead Whereas a lion might tear our ! esh and a " re become eerie, frightening, repulsive—“uncanny.” might cause greater destruction, golems—even But if the similarity is perfected, the supposition when peaceful—mock us with reminders of how goes, such images would become indistinguishable easily we could lose the warmth that de" nes our from humans and therefore elicit as much attrac- humanity. Scary stories throughout history have tion and sympathy as an ordinary person. Figure 1 featured such characters, varying only slightly (next page) shows Mori’s graphical representation in how their humanity fails. Vampires, zombies, of this idea. aliens, devils ... all are nearly human but lack that The uncanny-valley conjecture has roots in a certain spark of life. To this list of golems, we can 1906 paper by German doctor Ernst Anton Jen- add Gollum, a recent instance captured cinemati- tsch, “On the Psychology of the Uncanny” (“Über cally in the Lord of the Rings trilogy, who lost his die Psychologie des Unheimlichen”). Jentsch dis- goodness through enslavement to the Ring. cussed the fear engendered by “automata” (which act as though alive) and wax " gures (which appear Golems and graphics as though alive). He asserted that the essence of What makes some near-human characters scary this unease comes from uncertainty: is the object while others are merely laughable? More impor- alive or not? Freud later focused on the aesthetic tant, why do some human and humanlike charac- implications of this unease in his 1919 paper, “The ters fail to arouse our sympathy? Visual artists and Uncanny” (“Das Unheimlichen”), further suggest- roboticists face these questions as they seek to al- ing that the fear of death was involved, referring ternately frighten and endear. Recent attempts to to the uncanny effect “in relation to death and create accurate human replicas have brought these dead bodies, to the return of the dead, and to spir- questions to the fore with increased urgency. its and ghosts.” (Mori made this connection clear One often-cited example is the 2004 movie The in his paper, saying, “When we die, we fall into Polar Express, in which director Robert Zemeckis the trough of the uncanny valley.” He also nota- and Sony Pictures Imageworks created fully digital bly placed dead people—corpses and zombies—at its replicas of the actors using Vicon motion-capture deepest point.) technology. The movie was controversial and And yet, anthropomorphic characters that are opened to mixed reviews that alternately com- clearly nonhuman generally don’t cause the “creepy” mended and criticized the effect. CNN reviewer feeling associated with the uncanny valley. Artist Paul Clinton said “[the] human characters in the and author Scott McCloud gives one possible rea- " lm come across as downright ... well, creepy.” On son for human identity with the nonhuman in his the other hand, Roger Ebert at the Chicago Sun- groundbreaking book, Understanding Comics. He Times praised the characters as having “a kind of says that realism shows the outside world as our Published by the IEEE Computer Society 0272-1716/08/$25.00 © 2008 IEEE IEEE Computer Graphics and Applications 11 Applications Uncanny valley + Moving Still Healthy the right side of the graph in Figure 1. Rather, it’s at Bunraku puppet person Humanoid robot the beginning of its own curve, separate from those for 2D and 3D nonphotorealistic animation. Both Fedkiw and roboticist David Hanson (www. hansonrobotics.com) agree that part of the prob- lem lies in how the uncanny valley is perceived. Stuffed animal Hanson, whose "lmmaking and sculpting back- Industrial robot ground informs his work creating realistic human robots, said, “Mori put forth the uncanny valley Familiarity as speculation, not as a true scienti"c theory. But he drew it as a graph, and that made it seem more Human likeness 50% 100% scienti"c. It’s not a scienti"c hypothesis that was Corpse Prosthetic hand tested with data, though.” Even if the uncanny-valley conjecture isn’t sci- – ence per se, scientists have widely tested the broader Zombie question of how human forms and behavior are per- ceived. However, comparatively little research has Figure 1. eyes see it, while the vague outlines of “cartoony” examined the uncanny-valley conjecture itself, and Masahiro characters are how we see ourselves with our inner Hanson has decried many of those studies as “pre- Mori’s eyes. In particular, “furry” animal-human hybrids biased.” By way of proof, he published “Expanding graphical externalize inner concepts of self by appealing to the Aesthetic Possibilities for Humanoid Robots,” representation the iconic status of animal traits—a status that’s a paper describing three thought experiments that of the uncanny cross-cultural and reaches back to the beginning of demonstrate the uncanny valley effect, its opposite, valley. documented history. and a random distribution of “eeriness” that’s un- The graph related to characters’ perceived humanity. Figure 2 demonstrates Is there a valley or not? shows his graphic demonstrating this experiment. a gap in The uncanny-valley conjecture is well known to He also included a small-scale study showing that familiarity as anyone who creates humanlike characters or ma- test subjects found a certain real-life human (ac- near-human chines. But its repercussions—and its limits—extend tor Mitch Cohen as “The Toxic Avenger”) to appear likenesses beyond these "elds, as robotic and animated char- notably eerier than Hanson’s robot replica of Philip approach acters grow ever closer to being indistinguish- K. Dick, as Figure 3 shows (page 14). realism. able from living humanity. Take psychological research, for example: If these androids can pass For animators, style triumphs over truth a Turing test, they could be used to test subjects’ Many animators are also dubious of the uncanny reactions to various human conditions. Yet unlike valley as Mori proposed it—or, at least, of how real people, their features and behaviors could be closely “familiar” and “realistic” are paired in the controlled for iterative experiments, and reactions uncanny-valley conjecture. Sony Pictures Image- to them could be tested in a consistent way. works’ Kenn McDonald, a lead character animator So we have nonrealistic humanoid characters on The Polar Express, pointed to the need for mov- that are attractive, near-realistic humanlike char- iemakers to stylize their characters away from re- acters that repel, and actual humans that engender alism to make them effective, “much like putting familiarity. Does that prove Mori’s uncanny-valley makeup on a !esh-and-blood actor.” Speaking of conjecture? his later work as animation supervisor of the 2007 Many in the "eld say no. "lm Beowulf, McDonald said, “Our intention’s not Ron Fedkiw is one such naysayer. An associate to fool people that it’s actually Anthony Hopkins on professor of computer science at Stanford Uni- the screen—they know it’s not. Instead, we want to versity and a frequent consultant to the movie get something that’s convincing within the realm industry for his work on !uid dynamics and bio- of that world we’re portraying. In Beowulf, there mechanics, he said, “The uncanny valley is usually was a lot of character detail, but our intent was described as [a situation where] the animations never to hit that mark and be truly real.” are getting better, but we have fallen into a valley He pointed to both Beowulf and Lord of the Rings’ where they are worse. I instead feel that we are in Gollum as examples. “A good way to avoid the un- a multidimensional space, and that we are zigzag- canny valley is to move a character’s proportions ging all over the place.” Put another way, he said, and structure outside the range of ‘human.’ One photorealistic animation isn’t in a valley toward reason Gollum was so successful is that he has 12 July/August 2008 + Original Uncanny Valley 8 + Different examples invert + Other examples imply continuum the valley of acceptability 7 3 7 9 5 6 3 2 2 4 1 5 Reaction Reaction 1 Reaction 10 1 2 6 5 4 8 100% 100% 0 4 100% Similarity to human – 3 – – Similarity to human Similarity to human 1 Smiley face 2 Child’s slain stick !gures 1 Industrial robot 1 MIT Laszlo 3 Pokemon 2 Android 2 The motions of Sony’s Qrio 4 MIT Laszlo 3 Moving corpse/uncanny valley 3 Michaelangelo’s Pieta 5 Disney’s Jasmine 4 Prosthetic hand 4 Disney’s Abe Lincoln 6 Ventriloquist’s dummy 5 Handicapped person 5 Andrew Dice Clay 7 Michelangelo’s Pieta 6 Bunraku puppet 8 Moving corpse 7 Unhealthy person 9 Ingrid Bergman 8 Healthy person 10 Michael Jackson Figure 2.
Recommended publications
  • Revisiting the Uncanny Valley Theory: Developing and Validating an Alternative to the Godspeed Indices
    Computers in Human Behavior 26 (2010) 1508–1518 Contents lists available at ScienceDirect Computers in Human Behavior journal homepage: www.elsevier.com/locate/comphumbeh Revisiting the uncanny valley theory: Developing and validating an alternative to the Godspeed indices Chin-Chang Ho, Karl F. MacDorman * Indiana University School of Informatics, 535 West Michigan Street, Indianapolis, IN 46202, USA article info abstract Article history: Mori (1970) proposed a hypothetical graph describing a nonlinear relation between a character’s degree Available online 8 June 2010 of human likeness and the emotional response of the human perceiver. However, the index construction of these variables could result in their strong correlation, thus preventing rated characters from being Keywords: plotted accurately. Phase 1 of this study tested the indices of the Godspeed questionnaire as measures Affective appraisal of humanlike characters. The results indicate significant and strong correlations among the relevant indi- Embodied agents ces (Bartneck, Kulic´, Croft, & Zoghbi, 2009). Phase 2 of this study developed alternative indices with non- Human–robot interaction significant correlations (p > .05) between the proposed y-axis eeriness and x-axis perceived humanness Psychometric scales (r = .02). The new humanness and eeriness indices facilitate plotting relations among rated characters of Social perception varying human likeness. Ó 2010 Elsevier Ltd. All rights reserved. 1. Plotting emotional responses to humanlike characters interpersonal warmth (Asch, 1946; Fiske, Cuddy, & Glick, 2007; Rosenberg, Nelson, & Vivekananthan, 1968), which is also strongly Mori (1970) proposed a hypothetical graph describing a nonlin- correlated with other important measures, such as comfortability, ear relation between a character’s degree of human likeness and communality, sociability, and positive (vs.
    [Show full text]
  • Digital Humans on the Big Screen
    news Technology | DOI:10.1145/3403972 Don Monroe Digital Humans on the Big Screen Motion pictures are using new techniques in computer-generated imagery to create feature-length performances by convincingly “de-aged” actors. RTIFICIAL IMAGES HAVE been around almost as long as movies. As com- puting power has grown and digital photography Ahas become commonplace, special ef- fects have increasingly been created digitally, and have become much more realistic as a result. ACM’s Turing Award for 2019 to Patrick M. Hanrahan and Edwin E. Cat- mull reflected in part their contribu- tions to computer-generated imagery (CGI), notably at the pioneering anima- tion company Pixar. CGI is best known in science fic- tion or other fantastic settings, where audiences presumably already have suspended their disbelief. Similarly, exotic creatures can be compelling In Ang Lee’s 2019 action movie Gemini Man, Will Smith (right) is confronted by a younger when they display even primitive hu- clone of himself (left). This filmmakers went through a complicated process to “de-age” man facial expressions. Increasingly, Smith for the younger role. however, CGI is used to save money on time, extras, or sets in even mun- actors. Artificial intelligence also in- “In many ways it felt less about a visual dane scenes for dramatic movies. creasingly will augment the labor-inten- effect and more like we were creating a re- To represent principal characters, sive effects-generation process, allowing ality and aiming to work out exactly how however, filmmakers must contend filmmakers to tell new types of stories. the human face works, operates, but also with our fine-tuned sensitivity to facial how it ages over time,” added Stuart Ad- expressions.
    [Show full text]
  • AUDIENCE PERCEPTION of EXAGGERATED MOTION on REALISTIC ANIMATED CREATURES by Mackenzie Hammer
    AUDIENCE PERCEPTION OF EXAGGERATED MOTION ON REALISTIC ANIMATED CREATURES by Mackenzie Hammer A Thesis Submitted to the Faculty of Purdue University In Partial Fulfillment of the Requirements for the degree of Master of Science Department of Computer Graphics Technology West Lafayette, Indiana August 2019 2 THE PURDUE UNIVERSITY GRADUATE SCHOOL STATEMENT OF COMMITTEE APPROVAL Prof. Nicoletta Adamo, Chair Department of Computer Graphics Technology Prof. Andrew Buchanan Department of Computer Graphics Technology Prof. Esteban Garcia Department of Computer Graphics Technology Prof. Dan Triplett Department of Computer Graphics Technology Approved by: Dr. Colin Gray Head of the Graduate Program Prof. Nicoletta Adamo Head of the Graduate Program 3 To my parents, brother, sister, and fiancé. For their continuous love and support in my pursuit to study Animation, and for the patience they had to listen to the many ramblings of a passionate artist along the way. 4 ACKNOWLEDGMENTS I wish to gratefully acknowledge my professors and thesis committee members for their insightful guidance, encouragement, and contribution to the completion of this work. 5 TABLE OF CONTENTS LIST OF TABLES .......................................................................................................................... 7 LIST OF FIGURES ........................................................................................................................ 8 ABSTRACT ...................................................................................................................................
    [Show full text]
  • Running Head: Weak Uncanny Valley for Controlled Face Images Virtual
    Running head: Weak Uncanny Valley for Controlled Face Images Virtual Faces Evoke Only a Weak Uncanny Valley Effect: An Empirical Investigation with Controlled Virtual Face Images Jari Kätsyri1,2*, Beatrice de Gelder1, Tapio Takala2 1Department of Cognitive Neuroscience, Maastricht University, Netherlands 2Department of Computer Science, Aalto University, Finland *Correspondence: Jari Kätsyri, Department of Computer Science, P.O.Box 15400, FI-00076 Aalto, Finland. jari.katsyri (at) aalto.fi Preprint version 2019-09-04 Running head: Weak Uncanny Valley for Controlled Face Images Abstract The uncanny valley (UV) hypothesis suggests that increasingly human-like robots or virtual characters elicit more familiarity in their observers (positive affinity) with the exception of near- human characters that elicit strong feelings of eeriness (negative affinity). We studied this hypothesis in three experiments with carefully matched images of virtual faces varying from artificial to realistic. We investigated both painted and computer-generated (CG) faces to tap a broad range of human-likeness and to test whether CG faces would be particularly sensitive to the UV effect. Overall, we observed a linear relationship with a slight upward curvature between human-likeness and affinity. In other words, less realistic faces triggered greater eeriness in an accelerating manner. We also observed a weak UV effect for CG faces; however, least human-like faces elicited much more negative affinity in comparison. We conclude that although CG faces elicit a weak UV effect, this effect is not fully analogous to the original UV hypothesis. Instead, the subjective evaluation curve for face images resembles an uncanny slope more than a UV. Based on our results, we also argue that subjective affinity should be contrasted against subjective rather than objective measures of human-likeness when testing UV.
    [Show full text]
  • Robots: Is the Uncanny Valley Real?
    BBC - Future Robots: Is the uncanny valley real? http://www.bbc.com/future/story/20130901-is-the-uncan... 2 September 2013 Robots: Is the uncanny valley real? By Rose Eveleth Total recoil The uncanny valley concept states that we are unsettled by robots and models that look almost, but not quite human. (Copyright: Getty Images) For decades the golden rule in robotics has been that the more lifelike a creation, the more likely it crosses the line from cute to creepy. But questions are being raised as to whether this is really true. Mick Walters opens a door in his lab and points his computer’s camera towards the small, blurry, tan-coloured object he has just revealed. "This is Kaspar Two," he says. As the Skype connection catches up, an image of a robot in a baseball hat, a blue button-down shirt and striped socks appears. Kaspar Two is a robot child. He's not even on, just sitting slumped over. Even though the image is somewhat fuzzy, Kaspar Two is able to give me that feeling, that nagging sense of unease. "I must admit," says Walters, "when I first actually built Kaspar, I did think he was a bit uncanny." Kaspar has been created at University of Hertfordshire, UK to help children with autism understand how to read emotions and engage with other people, but it falls into what's often 1 of 4 09/03/2013 09:48 AM BBC - Future Robots: Is the uncanny valley real? http://www.bbc.com/future/story/20130901-is-the-uncan..
    [Show full text]
  • Evaluation of the Uncanny Valley in CG Characters
    SBC - Proceedings of SBGames 2012 Computing Track – Full Papers Evaluation of the Uncanny Valley in CG Characters Laura M. Flach Vanderson Dill Christian Lykawka Rafael H. de Moura M´arcio S. Pinho FACIN/PUCRS Soraia R. Musse Virtual Reality Group Virtual Humans Simulation Lab FACIN/PUCRS FACIN/PUCRS Abstract To answer these questions, we proposed an evalu- ation methodology based on a questionnaire with This paper revisits the Uncanny Valley subject in subjects. First, we selected representative char- order to evaluate its effects on the perception of acters from recent and well known movies and characters that currently use computer graphics, games, and other characters that are unknown. animation and computer simulation. It is based In order to evaluate the public's empathy with on surveys that generated hundreds of samples the chosen characters, we conducted a two-stages and showed preliminary results about new criteria questionnaire. In the first stage we presented still and correlations regarding the familiarity of the images and, in the second stage, videos with the characters with the public. The analysis of famil- performance of the same characters in the same iarity in those characters showed great agreement scenes. with the original curve of the uncanny valley. Fu- ture enhancements are then suggested to add new As the results, more than two hundred of analysed dimensions to the original graph. samples leaded to conclusions that indicated the uncanny valley hypothesis is valid for CG char- acters. The following sections cover the related Keywords:: Uncanny Valley, Computer works on the subject, the model for evaluation Graphics, Modern Media, Movies, Games (including the details of both surveys), obtained results and final considerations.
    [Show full text]
  • The Japanese Roboticist Masahiro Mori's Buddhist Inspired Concept Of
    A peer-reviewed electronic journal published by the Institute for Ethics and Emerging Technologies ISSN 1541-0099 23(1) – December 2013 The Japanese Roboticist Masahiro Mori’s Buddhist Inspired Concept of “The Uncanny Valley” (Bukimi no Tani Genshō, 不気味の谷現象) W.A. Borody Department of Political Science, Philosophy and Economics Nipissing University, Canada [email protected] Journal of Evolution and Technology - Vol. 23 Issue 1 – December 2013 - pgs 31-44 ABSTRACT In 1970, the Japanese roboticist and practicing Buddhist Masahiro Mori wrote a short essay entitled “On the Uncanny Valley” for the journal Energy (Enerugi, 7/4, 33–35). Since the publication of this two-page essay, Mori’s concept of the Uncanny Valley has become part and parcel of the discourse within the fields of humanoid robotics engineering, the film industry, culture studies, and philosophy, most notably the philosophy of transhumanism. In this paper, the concept of the Uncanny Valley is discussed in terms of the contemporary Japanese cultural milieu relating to humanoid robot technology, and the on-going roboticization of human culture. For Masahiro Mori, who is also the author of The Buddha in the Robot (1981), the same compassion that we ought to offer to all living beings, and Being itself, we ought to offer to humanoid robots, which are also dimensions of the Buddha-nature of Compassion. “What is this, Channa?” asked Siddhartha. “Why does that man lie there so still, allowing these people to burn him up? It's as if he does not know anything.” “He is dead," replied Channa. “Dead! Channa, does everyone die?” 31 “Yes, my dear prince, all living things must die some day.
    [Show full text]
  • Uncanny Valley of Life : the Existence in 3D Animation in Shadow Puppets Theatre
    Journal of Computing Technologies and Creative Content 1(1), 1-5, August 2016 Uncanny Valley of Life : The Existence in 3D Animation in Shadow Puppets Theatre Dahlan Abdul Ghani Universiti Kuala Lumpur Malaysian Institute of Information Technology Menara Bandar Wawasan, PO 50250 Kuala Lumpur [email protected] original hypothesis states that as the appearance of a robot is made Abstract - Mori (1970) proposed a theoretical graph describing a nonlinear relation between a character’s degree of human likeness and more human, some human observer's emotional response to the the emotional response of the human perceiver. With the current scenario robot will become increasingly positive and empathic, until a point that Wayang Kulit or shadow puppets is slowly being extinct; the pursuit is reached beyond which the response quickly becomes that of a of realism in virtual humans including Wayang Kulit 3D puppets can strong revulsion. This area of repulsive response aroused by a robot cause a phenomenon known as The “Uncanny Valley”. Furthermore, 3D with appearance and motion between a "barely human" and "fully computer animated or virtual puppets are more focused on issues human" entity is called the Uncanny Valley. With computer 3D pertaining to realism compared to the abstract visual such as Wayang animation, it provides a platform for the audience to view visuals or Kulit itself. Therefore, this research will discuss on issues which arises in the Uncanny Valley of Life that exists especially with Wayang Kulit 3D shadow puppets with 3D perspective, depth, weight, size and computer animated puppet characters. emotions, in the realm of absolutely ‘Real’.
    [Show full text]
  • The Uncanny Valley: Existence and Explanations
    Review of General Psychology © 2015 American Psychological Association 2015, Vol. 19, No. 4, 393–407 1089-2680/15/$12.00 http://dx.doi.org/10.1037/gpr0000056 The Uncanny Valley: Existence and Explanations Shensheng Wang, Scott O. Lilienfeld, and Philippe Rochat Emory University More than 40 years ago, Japanese roboticist Masahiro Mori (1970/2005) proposed the “uncanny valley” hypothesis, which predicted a nonlinear relation between robots’ perceived human likeness and their likability. Although some studies have corroborated this hypothesis and proposed explanations for its existence, the evidence on both fronts has been mixed and open to debate. We first review the literature to ascertain whether the uncanny valley exists. We then try to explain the uncanny phenomenon by reviewing hypotheses derived from diverse theoretical and methodological perspectives within psychol- ogy and allied fields, including evolutionary, social, cognitive, and psychodynamic approaches. Next, we provide an evaluation and critique of these studies by focusing on their methodological limitations, leading us to question the accepted definition of the uncanny valley. We examine the definitions of human likeness and likability, and propose a statistical test to preliminarily quantify their nonlinear relation. We argue that the uncanny valley hypothesis is ultimately an engineering problem that bears on the possibility of building androids that may some day become indistinguishable from humans. In closing, we propose a dehumanization hypothesis to explain the uncanny phenomenon. Keywords: animacy, dehumanization, humanness, statistical test, uncanny valley Over the centuries, machines have increasingly assumed the characters (avatars), such as those in the film The Polar Express heavy duties of dangerous and mundane work from humans and (Zemeckis, 2004), reportedly elicited unease in some human ob- improved humans’ living conditions.
    [Show full text]
  • Transcript of Stuck in the Uncanny Valley
    1 You’re listening to Imaginary Worlds, a show about how we create them and why we suspend our disbelief. I’m Eric Molinsky. Way back in the 1990s, when I was studying animation, our instructors used to tell us to avoid animating realistic human being. What’s the point? You can animate anything you want. And more importantly, you can’t do it. No one can cross The Uncanny Valley. In case you don’t know what that means, The Uncanny Valley was first proposed in 1970 by a roboticist named Masahiro Mori. He predicted that in the future, when robots looks more and more like humans, they would repulse us until they look indistinguishable from real human beings. But the Uncanny Valley will be very difficult to cross because we are biologically wired to read human faces – if anything is slightly off we notice it right away because we have a primordial instinct to avoid people that appear diseased or psychotic. Robotics didn’t make the leaps people were predicting back then -- but computer animation? No one saw that coming. I remember how shocked people were by the digital dinosaurs in Jurassic Park, and those special effects are ancient by today’s standards. And speaking of Steven Spielberg: CLIP: READY PLAYER ONE TRAILER His new movie, Ready Player One, is coming out -- based on the novel by Ernest Cline. It takes place a future where the Internet has evolved into a virtual reality universe where everyone interacts with each other through their digital avatars. When I read the book, I imagined these avatars to be completely realistic, but when I watched the trailer, the avatars were so digital looking; it completely triggered the Uncanny Valley in me.
    [Show full text]
  • The Uncanny Valley: Effect of Realism on The
    The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces Abstract Roboticists believe that when a humanoid robot has an almost, but not perfectly, realistic human appearance, humans will have unpleasant impressions of such a robot. This hypothetical relationship between a robot’s degree of realism in physical appearance and a human’s impression of the robot is called the “uncanny valley”. The hypothesis of the uncanny valley is not limited to robots, but is also applicable to any type of human-like object, such as dolls, masks, facial caricatures, avatars in virtual reality, and characters in CG movies. The present study reports psychological evidence for the roboticists’ traditional belief. We measured observers’ impressions of facial images whose degree of realism was manipulated by morphing between artificial and real human faces. The facial images yielded the most unpleasant impressions when they were highly realistic, supporting the roboticists’ hypothesis of the uncanny valley. However, the uncanny valley was confirmed only when morphed faces had abnormal features such as bizarre eyes. These results suggest that to have an almost perfectly realistic human appearance is not a sufficient condition for the uncanny valley: it emerges when an abnormality is made apparent for a highly realistic appearance. 1 1. Introduction Roboticists have attempted to construct humanoid robots whose physical appearance is indistinguishable from real humans (e.g., Kobayashi et al., 2003; Minato et al., 2004a; Minato et al., 2004b). Mori (1970) warned, however, that robots should not be made too similar to real humans because such robots can fall into the uncanny valley (see also, Norman, 2004; Reichardt, 1978).
    [Show full text]
  • Abstract Uncanny Processing
    ABSTRACT UNCANNY PROCESSING: MISMATCHES BETWEEN PROCESSING STYLE AND FEATURAL CUES TO HUMANITY CONTRIBUTE TO UNCANNY VALLEY EFFECTS by Steven Michael Almaraz The uncanny valley is the tendency for highly humanlike, but non-human agents (e.g., robots, animated characters, dolls) to be perceived as creepy or unsettling, relative to their less humanlike counterparts. Recent research has pointed to mismatching signals of humanity as a possible explanation for the uncanny valley. The current work aimed to extend this hypothesis by investigating whether conflicting signals of humanity from face processing styles and featural cues can trigger negative affect. To this end, participants viewed faces that were morphed on a continuum from full dolls to full humans and indicated the extent to which these faces are unsettling. Critically, on half of the trials, faces were inverted to disrupt configural face processing, a processing style that involves viewing faces as a single Gestalt and is a cue for humanity. When faces were highly humanlike, they were experienced as less creepy than less humanlike faces, but when such targets were inverted, processing and featural signals did not disagree with one another, and some of the feelings of unease were alleviated. UNCANNY PROCESSING: MISMATCHES BETWEEN PROCESSING STYLE AND FEATURAL CUES TO HUMANITY CONTRIBUTE TO UNCANNY VALLEY EFFECTS A Thesis Submitted to the Faculty of Miami University in partial fulfillment of the requirements for the degree of Master of Arts by Steven Michael Almaraz Miami University
    [Show full text]