uncanny valley
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2022 ◽  
Author(s):  
Ivan Bouchardet da Fonseca Grebot ◽  
Pedro Henrique Pinheiro Cintra ◽  
Emilly Fátima Ferreira de Lima ◽  
Michella Vaz de Castro ◽  
Rui de Moraes

Bajo Palabra ◽  
2021 ◽  
pp. 176-197
Author(s):  
Ricardo Gutiérrez Aguilar
Keyword(s):  

En 1970 el ingeniero y diseñador derobots Masahiro Mori desarrolló una hipótesis original y polémica, acerca de laforma en que los usuarios y las máquinasantropomórficas que el futuro haría partede nuestro día a día podrían relacionarsede manera óptima. Mori había detectadoun efecto psicológico de rechazo ante losandroides demasiado parecidos al ser humano. Conocido como Uncanny Valley, oValle Ignoto, este efecto parece deberse aun conflicto ontológico categorial entre laidentificación de unidades autónomas funcionales y unidades autónomas expresivas.


2021 ◽  
Vol 9 (2) ◽  
pp. 1-10
Author(s):  
Joshua Hudelson

Pure Data's long appeal is partly owed to its visual layout and intuitive mode of use. This might lead one to consider it a useful pedagogical tool, even if it now meets stiff competition from glitzier and more user-friendly applications. In the author's experience, however, Pd's ambiguous location on the spectrum of virtualization makes it bad for teaching but gives it a far more important function for composers. In occupying an uncanny valley between the digital-as-digital and the digital-as-analog, it resists the general tendency of digital technology to obscure awareness of itself, that is, of the digital computer as the current high watermark of a longer history of rationalization. It thus pushes composers of computer music back towards the questions that are at the heart of their work. This dynamic is illustrated by the author's experience of developing and tinkering with a novel technique of sound synthesis.


2021 ◽  
Author(s):  
Martina Mara ◽  
Markus Appel ◽  
Timo Gnambs

In the field of human-robot interaction, the well-known uncanny valley hypothesis proposes a curvilinear relationship between a robot’s degree of human likeness and the observers’ responses to the robot. While low to medium human likeness should be associated with increasingly positive responses, a shift to negative responses is expected for highly anthropomorphic robots. As empirical findings on the uncanny valley hypothesis are inconclusive, we conducted a random-effects meta-analysis of 49 studies (total N = 3,556) that reported 131 evaluations of robots based on the Godspeed scales for anthropomorphism (i.e., human likeness) and likability. Our results confirm more positive responses for more human-like robots at low to medium anthropomorphism, with moving robots rated as more human-like but not necessarily more likable than static ones. However, because highly anthropomorphic robots were sparsely utilized in previous studies, no conclusions regarding proposed adverse effects at higher levels of human likeness can be made at this stage.


Author(s):  
Leopoldina Fortunati ◽  
Anna Maria Manganelli ◽  
Joachim Höflich ◽  
Giovanni Ferrin

AbstractThis paper describes an investigation of student perceptions of the cognitive and affective capabilities of four robots that have a decreasing degree of morphological human likeness. We showed and illustrated the robots (i.e., InMoov, Padbot, Joy Robot and Turtlebot) to 62 students. After showing the students each of these robots, and explaining their main features and capabilities, we administered a fill-in questionnaire to the students. Our main hypothesis was that the perception of a robot’s cognitive and affective capabilities varied in correspondence with their appearance and in particular with their different degree of human likeness. The main results of this study indicate that the scores attributed to the cognitive and emotional capabilities of these robots are not modulated correspondingly to their different morphological similarity to humans. Furthermore, overall, the scores given to all of these robots regarding their ability to explicate mental functions are low, and even lower scores are given to their ability to feel emotions. There is a split between InMoov, the robot which has the highest degree of human likeness, and all of the others. Our results also indicate that: (1) morphological similarity of a robot to humans is not perceived automatically as such by observers, which is not considered a value in itself for the robot; and (2) even at lower levels of robot–human likeness, an uncanny valley effect arises but is quite mitigated by curiosity.


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.


2021 ◽  
Vol 2 ◽  
Author(s):  
Zhengyan Dai ◽  
Karl F. MacDorman

Care for chronic disease requires patient adherence to treatment advice. Nonadherence worsens health outcomes and increases healthcare costs. When healthcare professionals are in short supply, a virtual physician could serve as a persuasive technology to promote adherence. However, acceptance of advice may be hampered by the uncanny valley effect—a feeling of eeriness elicited by human simulations. In a hypothetical virtual doctor consultation, 441 participants assumed the patient’s role. Variables from the stereotype content model and the heuristic–systematic model were used to predict adherence intention and behavior change. This 2 × 5 between-groups experiment manipulated the doctor’s bedside manner—either good or poor—and virtual depiction at five levels of realism. These independent variables were designed to manipulate the doctor’s level of warmth and eeriness. In hypothesis testing, depiction had a nonsignificant effect on adherence intention and diet and exercise change, even though the 3-D computer-animated versions of the doctor (i.e., animation, swapped, and bigeye) were perceived as eerier than the others (i.e., real and cartoon). The low-warmth, high-eeriness doctor prompted heuristic processing of information, while the high-warmth doctor prompted systematic processing. This pattern contradicts evidence reported in the persuasion literature. For the stereotype content model, a path analysis found that good bedside manner increased the doctor’s perceived warmth significantly, which indirectly increased physical activity. For the heuristic–systematic model, the doctor’s eeriness, measured in a pretest, had no significant effect on adherence intention and physical activity, while good bedside manner increased both significantly. Surprisingly, cognitive perspective-taking was a stronger predictor of change in physical activity than adherence intention. Although virtual characters can elicit the uncanny valley effect, their effect on adherence intention and physical activity was comparable to a video of a real person. This finding supports the development of virtual consultations.


Author(s):  
Boyoung Kim ◽  
Elizabeth Phillips

Robots are entering various domains of human societies, potentially unfolding more opportunities for people to perceive robots as social agents. We expect that having robots in proximity would create unique social learning situations where humans spontaneously observe and imitate robots’ behaviors. At times, these occurrences of humans’ imitating robot behaviors may result in a spread of unsafe or unethical behaviors among humans. For responsible robot designing, therefore, we argue that it is essential to understand physical and psychological triggers of social learning in robot design. Grounded in the existing literature of social learning and the uncanny valley theories, we discuss the human-likeness of robot appearance and affective responses associated with robot appearance as likely factors that either facilitate or deter social learning. We propose practical considerations for social learning and robot design.


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