scholarly journals Exploring the Perceptions of Cognitive and Affective Capabilities of Four, Real, Physical Robots with a Decreasing Degree of Morphological Human Likeness

Author(s):  
Leopoldina Fortunati ◽  
Anna Maria Manganelli ◽  
Joachim Höflich ◽  
Giovanni Ferrin

AbstractThis paper describes an investigation of student perceptions of the cognitive and affective capabilities of four robots that have a decreasing degree of morphological human likeness. We showed and illustrated the robots (i.e., InMoov, Padbot, Joy Robot and Turtlebot) to 62 students. After showing the students each of these robots, and explaining their main features and capabilities, we administered a fill-in questionnaire to the students. Our main hypothesis was that the perception of a robot’s cognitive and affective capabilities varied in correspondence with their appearance and in particular with their different degree of human likeness. The main results of this study indicate that the scores attributed to the cognitive and emotional capabilities of these robots are not modulated correspondingly to their different morphological similarity to humans. Furthermore, overall, the scores given to all of these robots regarding their ability to explicate mental functions are low, and even lower scores are given to their ability to feel emotions. There is a split between InMoov, the robot which has the highest degree of human likeness, and all of the others. Our results also indicate that: (1) morphological similarity of a robot to humans is not perceived automatically as such by observers, which is not considered a value in itself for the robot; and (2) even at lower levels of robot–human likeness, an uncanny valley effect arises but is quite mitigated by curiosity.

2015 ◽  
Vol 24 (1) ◽  
pp. 1-23 ◽  
Author(s):  
Himalaya Patel ◽  
Karl F. MacDorman

Just as physical appearance affects social influence in human communication, it may also affect the processing of advice conveyed through avatars, computer-animated characters, and other human-like interfaces. Although the most persuasive computer interfaces are often the most human-like, they have been predicted to incur the greatest risk of falling into the uncanny valley, the loss of empathy attributed to characters that appear eerily human. Previous studies compared interfaces on the left side of the uncanny valley, namely, those with low human likeness. To examine interfaces with higher human realism, a between-groups factorial experiment was conducted through the internet with 426 midwestern U.S. undergraduates. This experiment presented a hypothetical ethical dilemma followed by the advice of an authority figure. The authority was manipulated in three ways: depiction (digitally recorded or computer animated), motion quality (smooth or jerky), and advice (disclose or refrain from disclosing sensitive information). Of these, only the advice changed opinion about the ethical dilemma, even though the animated depiction was significantly eerier than the human depiction. These results indicate that compliance with an authority persists even when using an uncannily realistic computer-animated double.


2022 ◽  
Author(s):  
Ivan Bouchardet da Fonseca Grebot ◽  
Pedro Henrique Pinheiro Cintra ◽  
Emilly Fátima Ferreira de Lima ◽  
Michella Vaz de Castro ◽  
Rui de Moraes

2018 ◽  
Author(s):  
Jari Kätsyri ◽  
Beatrice de Gelder ◽  
Tapio Takala

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 ratherthan objective measures of human-likeness when testing UV.


Author(s):  
Boyoung Kim ◽  
Elizabeth Phillips

Robots are entering various domains of human societies, potentially unfolding more opportunities for people to perceive robots as social agents. We expect that having robots in proximity would create unique social learning situations where humans spontaneously observe and imitate robots’ behaviors. At times, these occurrences of humans’ imitating robot behaviors may result in a spread of unsafe or unethical behaviors among humans. For responsible robot designing, therefore, we argue that it is essential to understand physical and psychological triggers of social learning in robot design. Grounded in the existing literature of social learning and the uncanny valley theories, we discuss the human-likeness of robot appearance and affective responses associated with robot appearance as likely factors that either facilitate or deter social learning. We propose practical considerations for social learning and robot design.


2013 ◽  
Vol 4 ◽  
Author(s):  
Marcus Cheetham ◽  
Ivana Pavlovic ◽  
Nicola Jordan ◽  
Pascal Suter ◽  
Lutz Jancke

2017 ◽  
Vol 13 (3) ◽  
Author(s):  
Paweł Łupkowski ◽  
Marek Rybka ◽  
Dagmara Dziedzic ◽  
Wojciech Włodarczyk

AbstractThe Uncanny Valley Hypothesis (UVH, proposed in the 1970s) suggests that looking at or interacting with almost human-like artificial characters would trigger eeriness or discomfort. We studied how well subjects can assess degrees of human likeness for computer-generated characters. We conducted two studies, where subjects were asked to assess human likeness of given computer-generated models (Study 1) and to point the most typical model for a given category (Study 2). The results suggest that evaluation of the way human likeness is assessed should be an internal part of UVH research.


Author(s):  
Hidenobu Sumioka ◽  
Takashi Minato ◽  
Yoshio Matsumoto ◽  
Pericle Salvini ◽  
Hiroshi Ishiguro

2021 ◽  
Vol 8 ◽  
Author(s):  
Chaolan Lin ◽  
Selma Šabanović ◽  
Lynn Dombrowski ◽  
Andrew D. Miller ◽  
Erin Brady ◽  
...  

Parent–child story time is an important ritual of contemporary parenting. Recently, robots with artificial intelligence (AI) have become common. Parental acceptance of children’s storytelling robots, however, has received scant attention. To address this, we conducted a qualitative study with 18 parents using the research technique design fiction. Overall, parents held mixed, though generally positive, attitudes toward children’s storytelling robots. In their estimation, these robots would outperform screen-based technologies for children’s story time. However, the robots’ potential to adapt and to express emotion caused some parents to feel ambivalent about the robots, which might hinder their adoption. We found three predictors of parental acceptance of these robots: context of use, perceived agency, and perceived intelligence. Parents’ speculation revealed an uncanny valley of AI: a nonlinear relation between the human likeness of the artificial agent’s mind and affinity for the agent. Finally, we consider the implications of children’s storytelling robots, including how they could enhance equity in children’s access to education, and propose directions for research on their design to benefit family well-being.


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