scholarly journals Seeing is Deceiving: The Psychology and Neuroscience of Fake Faces

2020 ◽  
Author(s):  
Sujal Manohar

Face perception is an essential skill for human interaction and social learning, impacting how we build relationships and perceive the world around us. In the modern era, face processing remains important but confronts new challenges due to recent technological advances such as deepfake technology and AI-generated faces. These computer-generated (CG) faces may be difficult for our brains to distinguish from real faces, raising questions in the fields of criminal justice, politics, and animation, to name a few. This review explores the neurobiology of face processing and its interplay with affect, laying the foundation for an investigation into recent studies examining how humans differentiate between real and CG faces. Studies on the uncanny valley effect and pareidolia offer further insights as to how humans make this judgment and the possible boundaries of face perception. Additional research is needed to better understand this emerging area and possibly train human viewers to perform these judgments more accurately in the future.

Author(s):  
Rodrigo Assaf ◽  
Sahra Kunz ◽  
Luís Teixeira

Despite all the technological advances in the field of computer graphics, the uncanny valley effect is still an observed phenomenon affecting not only how animated digital characters are developed but also the audience's reaction during a film session. With the emergence of computer-generated images being used in films, this chapter aims at presenting a multidisciplinary approach concerning the uncanny valley topic. This phenomenon is mainly explained by several psychological theories based on human perception; however, this chapter contributes to the discussion presenting a communication perspective based on the uses and gratification theory connected to the genre theory proposed by Daniel Chandler. In addition, the authors discuss how the technological evolution in rendering is helping out artists to cross the valley, which ends up being unveiled only by motion. As a result of this technical evolution, it is proposed a new animation art style category defined as quasi-real.


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.


Author(s):  
Shaojung Sharon Wang

This study investigated how Pokémon GO play may integrate players' gaming experiences and physical environments to facilitate spatial-human immersions in psychologically meaningful ways. Two age groups that represent generational players were further compared. A survey of 1031 players found that co-presence was positively associated with game enjoyment and game involvement, and nostalgia was positively associated with game enjoyment. The mediation effect of nostalgia on game involvement through game enjoyment was significant and game involvement completely mediated the relationship between game enjoyment and place attachment. In the 35 years and older age group, the direct effect of nostalgia on game involvement and the indirect effect of nostalgia on game involvement through game enjoyment were both significant. Theoretical implications on linking spatial relationships and the process of movement in the immersive AR environment and connecting the media experiences from one's formative youth period to the world of technological advances are elaborated.


2000 ◽  
Vol 13 (5) ◽  
pp. 373-381 ◽  
Author(s):  
Victoria Zarotsky ◽  
George S. Jaresko

The decreasing cost and rapid growth of technological advances has dramatically impacted the way students are taught and learn in college. Faculty augment their lectures with computer-generated slides, videos and Digital Video Disks (DVD). Computer programs are available to help organize lecture material, provide students with computer assisted learning, provide “real” life cases and simulations, and test the students’ knowledge with computer based exams. New ideas can be accessed and transmitted instantly anywhere in the world with a click of a mouse through the World Wide Web. Guest speakers can be “brought into the classroom” through telephone or video conferencing. Students can obtain degrees, or professionals can get continuing education courses at any time from any place through distance learning. All of these exciting changes have changed the face of what education is like as we proceed into the new millennium. Despite these advances, tests of intelligence have not improved to a significant degree. Nevertheless, most students continue to prefer human-to-human interaction to a technology driven environment. Further training and development of technology in pharmacy education is needed and will continue to be explored.


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.


2006 ◽  
Vol 36 (142) ◽  
pp. 113-126
Author(s):  
Enrique Dussel Peters

China's socioeconomic accumulation in the last 30 years has been probably one of the most outstanding global developments and has resulted in massive new challenges for core and periphery countries. The article examines how China's rapid and massive integration to the world market has posed new challenges for countries such as Mexico - and most of Latin America - as a result of China's successful exportoriented industrialization. China's accumulation and global integration process does, however, not only question and challenges the export-possibilities in the periphery, but also the global inability to provide energy in the medium term.


Author(s):  
Vipin Narang

The world is in a second nuclear age in which regional powers play an increasingly prominent role. These states have small nuclear arsenals, often face multiple active conflicts, and sometimes have weak institutions. How do these nuclear states—and potential future ones—manage their nuclear forces and influence international conflict? Examining the reasoning and deterrence consequences of regional power nuclear strategies, this book demonstrates that these strategies matter greatly to international stability and it provides new insights into conflict dynamics across important areas of the world such as the Middle East, East Asia, and South Asia. The book identifies the diversity of regional power nuclear strategies and describes in detail the posture each regional power has adopted over time. Developing a theory for the sources of regional power nuclear strategies, the book offers the first systematic explanation of why states choose the postures they do and under what conditions they might shift strategies. It then analyzes the effects of these choices on a state's ability to deter conflict. Using both quantitative and qualitative analysis, the book shows that, contrary to a bedrock article of faith in the canon of nuclear deterrence, the acquisition of nuclear weapons does not produce a uniform deterrent effect against opponents. Rather, some postures deter conflict more successfully than others. This book considers the range of nuclear choices made by regional powers and the critical challenges they pose to modern international security.


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
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