Church-Turing Lovers

Author(s):  
Piotr Bołtuć

Church-Turing Lovers are sex robots that attain every functionality of a human lover, at the desired level of granularity. Yet they have no first-person consciousness—there is “nobody home.” When such a lover says, “I love you,” there are all the intentions to please you, even computer emotions. Would you care whether your significant other is a Church-Turing Lover? Does one care about one’s lover only insofar as his/her functionalities are involved, or does one care how the lover feels. Church-Turing Lovers demonstrate how even epiphenomenal experience provides reasons to care about other people’s first-person consciousness. In a related argument, I propose the notion of the Uncanny Valley of Perfection. I systematize the standards for humanoid robots as follows: minimally humanoid (teddy bears); bottom of the Uncanny Valley (repulsive sex dolls); Silver Standard (almost human-looking), Gold Standard (hard to distinguish from humans at the right level of granularity); Platinum Standard (slightly improved on humans); the Uncanny Valley of Perfection (too much better than humans); the Slope of the Angels (no longer humanoid, viewed with awe).

Homo Ludens ◽  
2019 ◽  
pp. 135-148
Author(s):  
Dawid Ratajczyk

The uncanny valley is an idea proposed by Masahiro Mori (1970) regarding negative emotions present in contacts with almost humanlike characters. In the beginning, it was considered only in the context of humanoid robots, but this context was broadened by the development of highly realistic animations and video games. Particularly evident are players’ interests in the uncanny valley. Recently there have been a growing number of reports from empirical studies regarding participants’ perception of highly realistic characters. In the paper, a review of publications concerning the uncanny valley hypothesis in video games is presented, as are deliberations about the impact of the uncanny valley on the game industry. According to the results, there is a need to recognise which attributes of virtual characters cause the uncanny valley effect.


2019 ◽  
Vol 44 (1) ◽  
pp. 101-119 ◽  
Author(s):  
Paweł Łupkowski ◽  
Marta Gierszewska

AbstractThe main aim of the presented study was to check whether the well-established measures concerning the attitude towards humanoid robots are good predictors for the uncanny valley effect. We present a study in which 12 computer rendered humanoid models were presented to our subjects. Their declared comfort level was cross-referenced with the Belief in Human Nature Uniqueness (BHNU) and the Negative Attitudes toward Robots that Display Human Traits (NARHT) scales. Subsequently, there was no evidence of a statistical significance between these scales and the existence of the uncanny valley phenomenon. However, correlations between expected stress level while human-robot interaction and both BHNU, as well as NARHT scales, were found. The study covered also the evaluation of the perceived robots’ characteristic and the emotional response to them.


2021 ◽  
Author(s):  
Fumiya Yonemitsu ◽  
Kyoshiro Sasaki ◽  
Akihiko Gobara ◽  
Yuki Yamada

Technological advances in robotics have already produced robots that are indistinguishable from human beings. This technology is overcoming the uncanny valley, which refers to the unpleasant feelings that arise from humanoid robots that are similar in appearance to real humans to some extent. If humanoid robots with the same appearance are mass-produced and become commonplace, we may encounter circumstances in which people or human-like products have faces with the exact same appearance in the future. This leads to the following question: what impressions do clones elicit? To respond to this question, we examined what impressions images of people with the same face (clone images) induce. In the six studies we conducted, we consistently reported that clone images elicited higher eeriness than individuals with different faces; we named this new phenomenon the clone devaluation effect. We found that the clone devaluation effect reflected the perceived improbability of facial duplication. Moreover, this phenomenon was related to distinguishableness of each face, the duplication of identity, the background scene in observing clone faces, and avoidance reactions based on disgust sensitivity. These findings suggest that the clone devaluation effect is a product of multiple processes related to memory, emotion, and face recognition systems.


2017 ◽  
Author(s):  
Megan K. Strait ◽  
Victoria A. Floerke ◽  
Wendy Ju ◽  
Keith Brian Maddox ◽  
Jessica D. Remedios ◽  
...  

Robots intended for social contexts are often designed with explicit humanlike attributes in order to facilitate their reception by (and communication with) people. However, observation of an "uncanny valley" – a phenomenon in which highly humanlike entities provoke aversion in human observers – has lead some to caution against this practice. Both of these contrasting perspectives on the anthropomorphic design of social robots find some support in empirical investigations to date. Yet, owing to outstanding empirical limitations and theoretical disputes, the uncanny valley and its implications for human-robot interaction remains poorly understood. We thus explored the relationship between human similarity and people’s aversion towards humanlike robots via manipulation of the agents’ appearances. To that end, we employed a picture-viewing task (Nagents = 60) to conduct an experimental test (Nparticipants = 72) of the uncanny valley’s existence and the visual features that cause certain humanlike robots to be unnerving. Across the levels of human similarity, we further manipulated agent appearance on two dimensions, typicality (prototypic, atypical, and ambiguous) and agent identity (robot, person), and measured participants’ aversion using both subjective and behavioral indices. Our findings were as follows: (1) Further substantiating its existence, the data show a clear and consistent uncanny valley in the current design space of humanoid robots. (2) Both category ambiguity, and more so, atypicalities provoke aversive responding, thus shedding light on the visual factors that drive people’s discomfort. (3) Use of the Negative Attitudes towards Robots Scale did not reveal any significant relationships between people’s pre-existing attitudes towards humanlike robots and their aversive responding – suggesting positive exposure and/or additional experience with robots is unlikely to affect the occurrence of an uncanny valley effect in humanoid robotics. This work furthers our understanding of both the uncanny valley, as well as the visual factors that contribute to an agent’s uncanniness.


PLoS ONE ◽  
2021 ◽  
Vol 16 (7) ◽  
pp. e0254396
Author(s):  
Fumiya Yonemitsu ◽  
Kyoshiro Sasaki ◽  
Akihiko Gobara ◽  
Yuki Yamada

Technological advances in robotics have already produced robots that are indistinguishable from human beings. This technology is overcoming the uncanny valley, which refers to the unpleasant feelings that arise from humanoid robots that are similar in appearance to real humans to some extent. If humanoid robots with the same appearance are mass-produced and become commonplace, we may encounter circumstances in which people or human-like products have faces with the exact same appearance in the future. This leads to the following question: what impressions do clones elicit? To respond to this question, we examined what impressions images of people with the same face (clone images) induce. In the six studies we conducted, we consistently reported that clone images elicited higher eeriness than individuals with different faces; we named this new phenomenon the clone devaluation effect. We found that the clone devaluation effect reflected the perceived improbability of facial duplication. Moreover, this phenomenon was related to distinguishableness of each face, the duplication of identity, the background scene in observing clone faces, and avoidance reactions based on disgust sensitivity. These findings suggest that the clone devaluation effect is a product of multiple processes related to memory, emotion, and face recognition systems.


2021 ◽  
pp. 106945
Author(s):  
Kai Chi Yam ◽  
Yochanan Bigman ◽  
Kurt Gray

Author(s):  
D. Cherns

The use of high resolution electron microscopy (HREM) to determine the atomic structure of grain boundaries and interfaces is a topic of great current interest. Grain boundary structure has been considered for many years as central to an understanding of the mechanical and transport properties of materials. Some more recent attention has focussed on the atomic structures of metalsemiconductor interfaces which are believed to control electrical properties of contacts. The atomic structures of interfaces in semiconductor or metal multilayers is an area of growing interest for understanding the unusual electrical or mechanical properties which these new materials possess. However, although the point-to-point resolutions of currently available HREMs, ∼2-3Å, appear sufficient to solve many of these problems, few atomic models of grain boundaries and interfaces have been derived. Moreover, with a new generation of 300-400kV instruments promising resolutions in the 1.6-2.0 Å range, and resolutions better than 1.5Å expected from specialist instruments, it is an appropriate time to consider the usefulness of HREM for interface studies.


2020 ◽  
Author(s):  
Christopher Welker ◽  
David France ◽  
Alice Henty ◽  
Thalia Wheatley

Advances in artificial intelligence (AI) enable the creation of videos in which a person appears to say or do things they did not. The impact of these so-called “deepfakes” hinges on their perceived realness. Here we tested different versions of deepfake faces for Welcome to Chechnya, a documentary that used face swaps to protect the privacy of Chechen torture survivors who were persecuted because of their sexual orientation. AI face swaps that replace an entire face with another were perceived as more human-like and less unsettling compared to partial face swaps that left the survivors’ original eyes unaltered. The full-face swap was deemed the least unsettling even in comparison to the original (unaltered) face. When rendered in full, AI face swaps can appear human and avoid aversive responses in the viewer associated with the uncanny valley.


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