Trading faces: Complete AI face doubles avoid the uncanny valley

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.

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 ◽  
pp. 117-132
Author(s):  
Tok Thompson

This chapter proposes that we will soon find ourselves haunted by the ghosts of androids. Although ghost stories have been centrally studied throughout the history of the discipline of Folklore (perhaps most notably during the time of Andrew Lang in the British Folklore society), it appears we are quickly approaching a new era in ghosts: the ghosts of artificial intelligence. This chapter takes as its starting point the proposition of android ghosts, exploring the implications and possibilities emanating from this discussion. What sorts of ghosts will androids make?


Author(s):  
V. M. Nesterenko ◽  
N. M. Melnik

Digitalization of the economy is fundamentally changing the professional environment. Artificial intelligence is becoming a full-fledged participant in professional activity along with humans. The creation of a product with in-demand properties is ensured by the interaction of a changing environment, natural and artificial intelligence. It is important to train a specialist-actor who is able to create technical systems with artificial intelligence and build productive relationships with such systems in real time. The new reality has exacerbated the problem of the intensification of the increase in the value of higher education. The article argues that the added value of higher education is realized in the transition of a university graduate from a passive and reactive acquirer of knowledge to an active specialist-actor, creator of a qualitatively new product in almost any area of interest due to holistically presentation of productive activity and a conscious choice of the type of relationship with participants in professional activity including artificial intelligence. The necessity and possibility of transition to the strategy of organizing the structure and content of higher education based on the transfer of the ontological status of both subjects and the environment on the relations between them, providing the effect of interaction of heterogeneous participants in a distributed network of relations and mediating the interobjectivity (integrity of activity) of the impact on the object of all participants in the creation is proved.


2021 ◽  
Vol 9 (1) ◽  
pp. 81-94
Author(s):  
Maria Verena Peters

Abstract Jordan Harrison’s play Marjorie Prime (Center Theatre Group, LA, 2014), a Pulitzer Prize finalist in 2015, depicts social, medical, and therapeutic interactions between humans and machines. In contrast to other contemporary plays, Harrison’s script does not suggest experimenting with real robots on stage, but follows the traditional approach of having actors pretend that they are machines or, more specifically, projections steered by an artificial intelligence, so-called Primes. The play carefully avoids the “uncanny valley” (Mori) and spares the audience visceral reactions to the machines, instead focusing on philosophical questions about identity, memory, language, and humanness. The article will analyse the use of language as a theatrical code for machineness and explore the implications of language as a criterion for machineness and humanness respectively. Marjorie Prime will be contextualized with the Turing test, especially from the angle of disability studies, to show how the play can be read as a critique of humanism and a plea for posthumanism.


2021 ◽  
Vol 16 (2) ◽  
pp. 158-167
Author(s):  
Renata Bizek-Tatara

This paper shows how the image of the uncanny Flanders, elaborated in the early nineteenth century by Madame de Staël as well as by French writers and voyagers contributed to the specificity of Belgian francophone literature and especially to the creation of the concept of the Belgian school of the bizarre. He examines the impact of the hetero-image on self-image and the role of literature in the formation and perpetuation of the stereotype of Belgium, land of strange. It reveals how Belgian writers used, petrified and propagated this image to build their difference and show their belgité in order to make it a specificity of Belgium.


2019 ◽  
Author(s):  
Eva Wiese ◽  
Patrick P. Weis

Humanlike but not perfectly human agents frequently evoke feelings of eeriness, a phenomenon termed the Uncanny Valley (UV). The Categorical Perception Hypothesis proposes that effects associated with the UV are due to uncertainty as to whether to categorize agents falling into the valley as “human” or “nonhuman”. However, since UV studies have traditionally looked at agents of varying human-likeness, it remains unclear whether UV-related effects are due to categorical uncertainty in general or are specifically evoked by categorizations that require decisions regarding an agent’s human-likeness. Here, we used mouse tracking to determine whether agent spectra with (i.e., robot-human) and without (i.e., robot-animal and robot-stuffed animal) a human endpoint cause phenomena related to categorical perception to comparable extents. Specifically, we compared human and nonhuman agent spectra with respect to existence and location of a category boundary (H1-1 and H2-1), as well as the magnitude of cognitive conflict around the boundary (H1-2 and H2-2). The results show that human and nonhuman spectra exhibit category boundaries (H1-1) at which cognitive conflict is higher than for less ambiguous parts of the spectra (H1-2). However, in human agent spectra cognitive conflict maxima were more pronounced than for nonhuman agent spectra (H2-1) and category boundaries were shifted towards the human endpoint of the spectrum (H2-2). Overall, these results suggest a quantitatively, though not qualitatively, different categorization process for spectra containing human endpoints. Possible reasons and the impact for virtual and robotic agent design are discussed.


2021 ◽  
Vol 1 (7) ◽  
pp. 37-47
Author(s):  
Juan Francisco Rodríguez Ayuso

This research focuses on the impact of the new regulations on the protection of personal data in the scientific field of computer science, which is centered on the creation of programs and mechanisms that can display behaviors considered intelligent. In other words, the necessary respect for the fundamental right to data protection in those technological advances that, progressively, make machines think like human beings, determining what are the possible legal bases that can be found to legitimize all processing of personal data that occur in this new field.


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