Uncanny Valley Effect is Amplified with Multimodal Stimuli and Varies Across Ages

2021 ◽  
Author(s):  
Emre Yorgancıgil ◽  
Burcu A. Urgen ◽  
Funda Yildirim

“Uncanny Valley Hypothesis” suggests that humanoid objects that materialize human beings virtually but not entirely realistically may elicit uncanny feelings of eeriness and revulsion in observers. While the uncanny valley (UV) has been largely investigated with a focus on the visual aspects of the robot-like designs with young adults, the auditory components that may contribute to this effect and how visual and auditory factors jointly play a role in uncanny reports across different generations has not been examined. In the present study, we investigated how multimodal stimuli and the congruence of visual and auditory aspects of the stimuli contribute to the uncanniness perception and differ from the audio and visual components across generations. Young and old adults rated animations that were presented in audio-visual, audio-only and visual-only modalities in terms of uncanniness. The visual and auditory aspects of the stimuli had four levels of naturalness: robot (unrealistic), semi-robot (semi-realistic), human-like (realistic) and human (real). Our results show that audio-visual stimuli have an amplified effect on UV scores than only auditory and only visual stimuli. In addition, multimodal stimuli that have incongruent audio and visual components elicited significantly higher uncanny scores than stimuli that have congruent components. However, the difference between congruent and incongruent stimuli were more pronounced in the younger group compared to the older group. We also found that younger generations are more sensitive to naturalness layers of audio-visual stimuli than older generations. In conclusion, uncanny valley effect is modulated by stimulus modality, congruence of visual and auditory modalities, naturalness as well as age.

2021 ◽  
Author(s):  
Emre Yorgancıgil ◽  
Funda Yildirim ◽  
Burcu A. Urgen

“Uncanny Valley Hypothesis” suggests that humanoid objects that materialize human beings virtually but not entirely realistically may elicit uncanny feelings of eeriness and revulsion in observers. While the uncanny valley (UV) has been largely investigated with a focus on the visual aspects of the robot-like designs with young adults, the auditory components that may contribute to this effect and how visual and auditory factors jointly play a role in uncanny reports across different generations has not been examined. In the present study, we investigated how multimodal stimuli and the congruence of visual and auditory aspects of the stimuli contribute to the uncanniness perception and differ from the audio and visual components across generations. Young and old adults rated animations that were presented in audio-visual, audio-only and visual-only modalities in terms of uncanniness. The visual and auditory aspects of the stimuli had four levels of naturalness: robot (unrealistic), semi-robot (semi-realistic), human-like (realistic) and human (real). Our results show that audio-visual stimuli have an amplified effect on UV scores than only auditory and only visual stimuli. In addition, multimodal stimuli that have incongruent audio and visual components elicited significantly higher uncanny scores than stimuli that have congruent components. However, the difference between congruent and incongruent stimuli were more pronounced in the younger group compared to the older group. We also found that younger generations are more sensitive to naturalness layers of audio-visual stimuli than older generations. In conclusion, uncanny valley effect is modulated by stimulus modality, congruence of visual and auditory modalities, naturalness as well as age.


2018 ◽  
Vol 9 (1) ◽  
pp. 183-192 ◽  
Author(s):  
Ronit Feingold-Polak ◽  
Avital Elishay ◽  
Yonat Shahar ◽  
Maayan Stein ◽  
Yael Edan ◽  
...  

Abstract With the aging of the population worldwide, humanoid robots are being used with an older population, e.g., stroke patients and people with dementia. There is a growing body of knowledge on how people interact with robots, but limited information on the difference between young and old adults in their preferences when interacting with humanoid robots and what factors influence these preferences.We developed a gamified robotic platform of a cognitive-motor task.We conducted two experiments with the following aims: to test how age, location of touch interaction (touching the robot’s tablet or hand), and embodied presence of a humanoid robot affect the motivation of different age-group users to continue performing a cognitive-motor task. A total of 60 participants (30 old adults and 30 young adults) took part in two experiments with the humanoid Pepper robot (Softbank robotics). Both old and young adults reported they enjoyed the interaction with the robot as they found it engaging and fun, and preferred the embodied robot over the non-embodied computer screen. This study highlights that in order for the experience of the user to be positive a personalization of the interaction according to the age, the needs of the user, the characteristics, and the pace of the task is needed.


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.


2014 ◽  
Vol 898 ◽  
pp. 586-589
Author(s):  
Ji Zheng Yan ◽  
Zhi Liang Wang ◽  
Yan Yan

Household robots are not only the trends of robot, but also are the dreams of human beings for the past many years. With the development of Artificial Intelligence (AI) and Information Technology (IT), there are more and more home robots, from the attitude toward the robots by human, we can find two problems. First, humanoid psychological appearance of the household robot has a great and complex impact on human sense, exactly like human being, or nothing like, will make human feel different feelings. Second, people think household robots are simple machines, when household robot could say, hear, and even chat with people, how human emotions will change? This paper focuses on the relationship between human being and household robot, especially emotional discussion. We analyzes the architecture and appearance of household robot, find emotion theories and choose Artificial Psychology as its guide, which could make robot have humanoid emotion, in this process we avoid the uncanny valley, which makes people accept robot. Finally we use the head instead of the whole robot based on the existing conditions, and verify the robot in the digital home to achieve the goal of harmonious human-computer interaction.


2019 ◽  
Vol 2 (1) ◽  
pp. 7-16 ◽  
Author(s):  
Ahmad Azaini Abdul Manaf ◽  
Siti Nor Fatihah Ismail ◽  
Mohd Rosli Arshad

In the enhancement of the advanced technology, the uncanny valley is becoming a high-stakes concern of the entertainment industry to produce good films and animations (Chaminade et al., 2007). Therefore, this study aims to analyse participants’ familiarity towards the usage of digital characters as actors. Then, this article is to convey on how the uncanny valley factors affect audience’s attention in watching films with computer graphic imagery (CGI) elements in films. The researcher has selected visual stimuli that are divided into (4 x 4 factorial design) with 2 subjects of realistic and accurate human characters, meanwhile the second stimuli, researcher selected 2 subjects with minimum characteristic of human likeness. The surveys conducted are self-administered manner with combination of videos and images, distributed online via email and social network. This research concludes, the more familiarity and expectations of the audiences, the higher discomfort feeling when looking to a CGI made character. This illustrates that the longer a duration of CG actors in action, the higher significant weaknesses and substantial of superficial visuals. Therefore, this research is beneficial to assists artists and digital creative directors in digital actor’s creation, and guidance for developing more realistic actors in future projects.


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.


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.


2014 ◽  
Author(s):  
Jessy Rose Goodman
Keyword(s):  

2012 ◽  
Vol 112 (5) ◽  
pp. 849-858 ◽  
Author(s):  
Tejin Yoon ◽  
Bonnie Schlinder-Delap ◽  
Manda L. Keller ◽  
Sandra K. Hunter

This study determined the contribution of supraspinal fatigue and contractile properties to the age difference in neuromuscular fatigue during and recovery from a low-intensity sustained contraction. Cortical stimulation was used to evoke measures of voluntary activation and muscle relaxation during and after a contraction sustained at 20% of maximal voluntary contraction (MVC) until task failure with elbow flexor muscles in 14 young adults (20.9 ± 3.6 yr, 7 men) and 14 old adults (71.6 ± 5.4 yr, 7 men). Old adults exhibited a longer time to task failure than the young adults (23.8 ± 9.0 vs. 11.5 ± 3.9 min, respectively, P < 0.001). The time to failure was associated with initial peak rates of relaxation of muscle fibers and pressor response ( P < 0.05). Increments in torque (superimposed twitch; SIT) generated by transcranial magnetic stimulation (TMS) during brief MVCs, increased during the fatiguing contraction ( P < 0.001) and then decreased during recovery ( P = 0.02). The increase in the SIT was greater for the old adults than the young adults during the fatiguing contraction and recovery ( P < 0.05). Recovery of MVC torque was less for old than young adults at 10 min post-fatiguing contraction (75.1 ± 8.7 vs. 83.6 ± 7.8% of control MVC, respectively, P = 0.01) and was associated with the recovery of the SIT ( r = −0.59, r2 = 0.35, P < 0.001). Motor evoked potential (MEP) amplitude and the silent period elicited during the fatiguing contraction increased less for old adults than young adults ( P < 0.05). The greater fatigue resistance with age during a low-intensity sustained contraction was attributable to mechanisms located within the muscle. Recovery of maximal strength after the low-intensity fatiguing contraction however, was impeded more for old adults than young because of greater supraspinal fatigue. Recovery of strength could be an important variable to consider in exercise prescription of old populations.


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