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Uncanny valley

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Uncanny valley

The uncanny valley effect is a hypothesized psychological and aesthetic relation between an object's degree of resemblance to a human being and the emotional response to the object. The uncanny valley hypothesis predicts that an entity appearing almost human will risk eliciting eerie feelings in viewers. Examples of the phenomenon exist among robots, animatronics, and lifelike dolls as well as visuals produced by 3D computer animation and artificial intelligence. The increasing prevalence of digital technologies (e.g., virtual reality, augmented reality, and photorealistic computer animation) and their increasing verisimilitude have prompted debate about the "valley."

As related to robotics engineering, robotics professor Masahiro Mori first introduced the concept in 1970 from his book titled Bukimi No Tani (不気味の谷), phrasing it as bukimi no tani genshō (不気味の谷現象; lit.'uncanny valley phenomenon'). Bukimi no tani was translated literally as uncanny valley in the 1978 book Robots: Fact, Fiction, and Prediction written by Jasia Reichardt. Over time, this translation created an unintended association of the concept to Ernst Jentsch's psychoanalytic concept of the uncanny established in his 1906 essay "On the Psychology of the Uncanny" (German: Zur Psychologie des Unheimlichen), which was then critiqued and extended in Sigmund Freud's 1919 essay "The Uncanny" (German: Das Unheimliche).

Mori's original hypothesis states that as the appearance of a robot is made more human, some observers' emotional response to the robot becomes increasingly positive and empathetic, until it becomes almost human, at which point the response quickly becomes strong revulsion. However, as the robot's appearance continues to become less distinguishable from that of a human being, the emotional response becomes positive once again and approaches human-to-human empathy levels. When plotted on a graph, the reactions are indicated by a steep decrease followed by a steep increase (hence the "valley" part of the name) in the areas where anthropomorphism is closest to reality.

This interval of repulsive response aroused by a robot with appearance and motion between a "somewhat human" and "fully human" entity is the uncanny valley effect. The name represents the idea that an almost human-looking robot seems overly "strange" to some human beings, produces a feeling of uncanniness, and thus fails to evoke the empathic response required for productive human–robot interaction.

A number of theories have been proposed to explain the cognitive mechanism causing the phenomenon:

A series of studies experimentally investigated whether uncanny valley effects exist for static images of robot faces. Mathur MB & Reichling DB used two complementary sets of stimuli spanning the range from very mechanical to very human-like: first, a sample of 80 objectively chosen robot face images from Internet searches, and second, a morphometrically and graphically controlled 6-face series set of faces. They asked subjects to explicitly rate the likability of each face. To measure trust toward each face, subjects completed an investment game to measure indirectly how much money they were willing to "wager" on a robot's trustworthiness. Both stimulus sets showed a robust uncanny valley effect on explicitly rated likability and a more context-dependent uncanny valley on implicitly rated trust. Their exploratory analysis of one proposed mechanism for the uncanny valley, perceptual confusion at a category boundary, found that category confusion occurs in the uncanny valley but does not mediate the effect on social and emotional responses.

One study conducted in 2009 examined the evolutionary mechanism behind the aversion associated with the uncanny valley. A group of five monkeys were shown three images: two different 3D monkey faces (realistic, unrealistic), and a real photo of a monkey's face. The monkeys' eye-gaze was used as a proxy for preference or aversion. Since the realistic 3D monkey face was looked at less than either the real photo, or the unrealistic 3D monkey face, this was interpreted as an indication that the monkey participants found the realistic 3D face aversive, or otherwise preferred the other two images. As one would expect with the uncanny valley, more realism can result in less positive reactions, and this study demonstrated that neither human-specific cognitive processes, nor human culture explain the uncanny valley. In other words, this aversive reaction to realism can be said to be evolutionary in origin.

As of 2011, researchers at University of California, San Diego and California Institute for Telecommunications and Information Technology were measuring human brain activations related to the uncanny valley. In one study using fMRI, a group of cognitive scientists and roboticists found the biggest differences in brain responses for uncanny robots in the parietal cortex, on both sides of the brain, specifically in the areas that connect the part of the brain's visual cortex that processes bodily movements with the section of the motor cortex thought to contain mirror neurons. The researchers say they saw, in essence, evidence of mismatch or perceptual conflict. The brain "lit up" when the human-like appearance of the android and its robotic motion "didn't compute". Ayşe Pınar Saygın, an assistant professor from UCSD, stated that "The brain doesn't seem selectively tuned to either biological appearance or biological motion per se. What it seems to be doing is looking for its expectations to be met – for appearance and motion to be congruent."

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