The development of robots that closely resemble human beings can contribute to cognitive research. An android provides an experimental apparatus that has the potential to be controlled more precisely than any human actor. However, preliminary results indicate that only very humanlike devices can elicit the broad range of responses that people typically direct toward each other. Conversely, to build androids capable of emulating human behavior, it is necessary to investigate social activity in detail and to develop models of the cognitive mechanisms that support this activity. Because of the reciprocal relationship between android development and the exploration of social mechanisms, it is necessary to establish the field of android science. Androids could be a key testing ground for social, cognitive, and neuroscientific theories as well as platform for their eventual unification. Nevertheless, subtle flaws in appearance and movement can be more apparent and eerie in very humanlike robots. This uncanny phenomenon may be symptomatic of entities that elicit our model of human other but do not measure up to it. If so, very humanlike robots may provide the best means of pinpointing what kinds of behavior are perceived as human, since deviations from human norms are more obvious in them than in more mechanical-looking robots. In pursuing this line of inquiry, it is essential to identify the mechanisms involved in evaluations of human likeness. One hypothesis is that, by playing on an innate fear of death, an uncanny robot elicits culturally-supported defense responses for coping with death’s inevitability. An experiment, which borrows from methods used in terror management research, was performed to test this hypothesis.
[Thomson Reuters Essential Science Indicators: Fast Breaking Paper in Social Sciences, May 2008]
As virtual humans approach photorealistic perfection, they risk making real humans uncomfortable. This intriguing phenomenon, known as the uncanny valley, is well known but not well understood. In an effort to demystify the causes of the uncanny valley, this paper proposes several perceptual, cognitive, and social mechanisms that have already helped address riddles like empathy, mate selection, threat avoidance, cognitive dissonance, and psychological defenses. In the four studies described herein, a computer generated human character’s facial proportions, skin texture, and level of detail were varied to examine their effect on perceived eeriness, human likeness, and attractiveness. In Study I, texture photorealism and polygon count increased human likeness. In Study II, texture photorealism heightened the accuracy of human judgments of ideal facial proportions. In Study III, atypical facial proportions were shown to be more disturbing on photorealistic faces than on other faces. In Study IV, a mismatch in the size and texture of the eyes and face was especially prone to make a character eerie. These results contest the depiction of the uncanny valley as a simple relation between comfort level and human likeness. This paper concludes by introducing a set of design principles for bridging the uncanny valley.
This paper proposes cognitive developmental robotics (CDR) as a new principle for the design of humanoid robots. This principle may provide ways of understanding human beings that go beyond the current level of explanation found in the natural and social sciences. Furthermore, a methodological emphasis on humanoid robots in the design of artificial creatures holds promise because they have many degrees of freedom and sense modalities and, thus, must face the challenges of scalability that are often side-stepped in simpler domains. We examine the potential of this new principle as well as issues that are likely to be important to CDR in the future.
Human replicas may elicit unintended cold, eerie feelings in viewers, an effect known as the uncanny valley. Masahiro Mori, who proposed the effect in 1970, attributed it to inconsistencies in the replica's realism with some of its features perceived as human and others as nonhuman. This study aims to determine whether reducing realism consistency in visual features increases the uncanny valley effect. In three rounds of experiments, 548 participants categorized and rated humans, animals, and objects that varied from computer animated to real. Two sets of features were manipulated to reduce realism consistency. (For humans, the sets were eyes-eyelashes-mouth and skin-nose-eyebrows.) Reducing realism consistency caused humans and animals, but not objects, to appear eerier and colder. However, the predictions of a competing theory, proposed by Ernst Jentsch in 1906, were not supported: The most ambiguous representations-those eliciting the greatest category uncertainty-were neither the eeriest nor the coldest.
The uncanny valley has become synonymous with the uneasy feeling of viewing an animated character or robot that looks imperfectly human. Although previous uncanny valley experiments have focused on relations among a character's visual elements, the current experiment examines whether a mismatch in the human realism of a character's face and voice causes it to be evaluated as eerie. The results support this hypothesis.
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