scholarly journals The clone devaluation effect: A new uncanny phenomenon concerning facial identity

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.

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.


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.


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.


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).


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.


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.


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.


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.


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