Uncanny valley

The uncanny valley is a hypothesis in the field of robotics[1] and 3D computer animation,[2][3] which holds that when human replicas look and act almost, but not perfectly, like actual human beings, it causes a response of revulsion among human observers. The "valley" in question is a dip in a proposed graph of the positivity of human reaction as a function of a robot's human likeness.

The term was coined by the robotics professor Masahiro Mori as Bukimi no Tani Genshō (不気味の谷現象) in 1970. The hypothesis has been linked to Ernst Jentsch's concept of "the uncanny" identified in a 1906 essay, "On the Psychology of the Uncanny."[4][5][6] Jentsch's conception was elaborated by Sigmund Freud in a 1919 essay entitled "The Uncanny" ("Das Unheimliche").[7]

Contents

Hypothesis

Mori's original hypothesis states that as the appearance of a robot is made more human, a human observer's emotional response to the robot will become increasingly positive and empathic, until a point is reached beyond which the response quickly becomes that of 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 more and approaches human-to-human empathy levels.[8]

This area of repulsive response aroused by a robot with appearance and motion between a "barely human" and "fully human" entity is called the uncanny valley. The name captures the idea that an almost human-looking robot will seem overly "strange" to a human being, will produce a feeling of uncanniness, and will thus fail to evoke the empathic response required for productive human-robot interaction.[8]

Hypothetical basis

A number of hypotheses have been proposed to explain the cognitive mechanism underlying the phenomenon:

Research

Research into the evolutionary mechanism behind the aversion associated with the uncanny valley was examined with one 2009 study. 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 lead to 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.[19]

As of 2011, researchers at University of California San Diego (UCSD) and California Institute for Telecommunications and Information Technology (Calit2) are testing human brain activations related to the uncanny valley.[20] [21]. In an fMRI study, a group of cognitive scientists and roboticists found the biggest differences in brain responses for uncanny robots in 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 (neurons also known as “monkey-see, monkey-do neurons”). The researchers say they saw, in essence, evidence of mismatch or perceptual conflict.[22] The brain “lit up” when the human-like appearance of the android and its robotic motion “didn’t compute.” Saygin, a professor from UCSD said “The brain doesn’t seem tuned to care about either biological appearance or biological motion per se,” said Saygin, an assistant professor of cognitive science at UC San Diego and alumna of the same department. “What it seems to be doing is looking for its expectations to be met – for appearance and motion to be congruent.” [23] [24] [25]

Viewer perception of facial expression and speech and the Uncanny Valley in realistic, human-like characters intended for 3D immersive environments and video games is also being investigated by Tinwell et al., 2011.[26] Building on the body of work already undertaken in android science, this research intends to build a conceptual framework of the Uncanny Valley using 3D characters generated in a real-time gaming engine analysing how cross modal factors of facial expression, and speech may exaggerate the uncanny.

Design principles

A number of design principles have been proposed for avoiding the uncanny valley:

Criticism

A number of criticisms have been raised concerning whether the uncanny valley exists as a unified phenomenon amenable to scientific scrutiny:

Similar effects

An effect similar to the uncanny valley was noted by Charles Darwin in 1839:

The expression of this [Trigonocephalus] snake’s face was hideous and fierce; the pupil consisted of a vertical slit in a mottled and coppery iris; the jaws were broad at the base, and the nose terminated in a triangular projection. I do not think I ever saw anything more ugly, excepting, perhaps, some of the vampire bats. I imagine this repulsive aspect originates from the features being placed in positions, with respect to each other, somewhat proportional to the human face; and thus we obtain a scale of hideousness.
—Charles Darwin, The Voyage of the Beagle[41]

A similar "uncanny valley" effect could, according to the ethical-futurist writer Jamais Cascio, show up when humans begin modifying themselves with transhuman enhancements (cf. body modification), which aim to improve the abilities of the human body beyond what would normally be possible, be it eyesight, muscle strength, or cognition.[42] So long as these enhancements remain within a perceived norm of human behavior, a negative reaction is unlikely, but once individuals supplant normal human variety, revulsion can be expected. However, according to this theory, once such technologies gain further distance from human norms, "transhuman" individuals would cease to be judged on human levels and instead be regarded as separate entities altogether (this point is what has been dubbed "posthuman"), and it is here that acceptance would rise once again out of the uncanny valley.[42] Another example comes from "pageant retouching" photos, especially of children, which some[43] find disturbingly doll-like.

Film and television

Roboticist Dario Floreano notes that the concept of the uncanny valley is taken seriously by the film industry due to the negative audience reactions to the animated baby in Pixar's 1988 short film Tin Toy.[44][45]

In the 2008 30 Rock episode "Succession", Frank Rossitano explains the uncanny valley concept, using a graph and Star Wars examples, to try to convince Tracy Jordan that his dream of creating a pornographic video game is impossible. He also references the computer animated film The Polar Express.[46]

In the Doctor Who serial The Robots of Death (1977), a similar concept is referred to as "Grimwade's Syndrome" which is described as a psychological condition among people with frequent contact with robots, attributed to the robots moving like humans, but without any of the characteristic human body language. In the mind of those afflicted, they appear to be, in the words of the Doctor, "surrounded by walking, talking dead men."

Episode 12 (season 5) of Criminal Minds (2010) is titled "The Uncanny Valley" and explores the theme through the lens of a serial abductress (and murderess) who chemically paralyzes the women she abducts and treats them like dolls.

In the season 6 episode of Red Dwarf, "Out of Time" (1993), Kryten alludes to the uncanny valley as the reason his faceted head was designed to look so inhuman. The series of Mechanoids that preceded his were hyper-realistic, and people's natural revulsion to such realistic-appearing machines severely hurt their sales.

The 1972 satirical thriller The Stepford Wives and its 1975 and 2004 movie adaptations implicitly feature the concept of the uncanny valley. After the story's protagonist moves to a suburban residence, she notices increasingly uncharacteristic behavior by the other women in her community. As they become more docile, wholly subjecting their behavior and ambitions to the needs of their male partners, she begins to suspect a conspiracy where the human females are being replaced by gynoids.

In the 2010 film The Last Airbender, Appa the flying bison, which is a CGI character based on a character of the same name in the television series, Avatar: The Last Airbender, has been called "uncanny."Geekosystem's Susana Polo found the CGI version of Appa "really quite creepy," noting "that prey animals (like bison) have eyes on the sides of their heads, and so moving them to the front without changing rest of the facial structure tips us right into the Uncanny Valley."

In reviewing The Polar Express in 2004, CNN.com reviewer Paul Clinton references his uncanny valley response directly: "Those human characters in the film come across as downright... well, creepy. So The Polar Express is at best disconcerting, and at worst, a wee bit horrifying."[47]

See also

Notes

  1. ^ "The Truth About Robotic's Uncanny Valley - Human-Like Robots and the Uncanny Valley". Popular Mechanics. 2010-01-20. http://www.popularmechanics.com/science/robotics/4343054.html. Retrieved 2011-03-20. 
  2. ^ When fantasy is just too close for comfort - The Age, June 10, 2007
  3. ^ Digital Actors in ‘Beowulf’ Are Just Uncanny - New York Times, November 14, 2007
  4. ^ Jentsch, E. (25 Aug. 1906). Zur Psychologie des Unheimlichen, Psychiatrisch-Neurologische Wochenschrift 8(22), 195-198.
  5. ^ a b Mitchell et al., 2011.
  6. ^ Misselhorn, 2009
  7. ^ Freud, S. (1919/2003). The uncanny [das unheimliche] (D. McLintock, Trans.). New York: Penguin.
  8. ^ a b Mori, Masahiro (1970). Bukimi no tani The uncanny valley (K. F. MacDorman & T. Minato, Trans.). Energy, 7(4), 33–35. (Originally in Japanese)
  9. ^ MacDorman, 2005.
  10. ^ Green, MacDorman, Ho, Koch, 2008.
  11. ^ a b Rhodes, G. & Zebrowitz, L. A. (eds) (2002). Facial Attractiveness: Evolutionary, Cognitive, and Social Perspectives, Ablex Publishing.
  12. ^ MacDorman & Ishiguro, 2006, p. 313.
  13. ^ MacDorman, Green, Ho, & Koch, 2009, p. 696.
  14. ^ Ramey, 2005.
  15. ^ MacDorman & Ishiguro, 2006, p. 303.
  16. ^ UCSD News. "Your Brain on Androids". http://ucsdnews.ucsd.edu/newsrel/soc/20110714BrainAndroids.asp. 
  17. ^ MacDorman, K. F., Vasudevan, S. K., & Ho, C.-C., 2009.
  18. ^ Yalom, Irvin D. (1980) ”Existential Psychotherapy”, Basic Books, Inc., Publishers, New York
  19. ^ by Kitta MacPherson (2009-10-13). "Monkey visual behavior falls into the uncanny valley". Princeton University. http://www.princeton.edu/main/news/archive/S25/53/99A37/index.xml?section=topstories. Retrieved 2011-03-20. 
  20. ^ "Science Exploring the uncanny valley of how brains react to humanoids". http://www.wired.co.uk/news/archive/2011-07/19/uncanny-valley-tested. 
  21. ^ Ramsey, Doug (2010-05-13). "Nineteen Projects Awarded Inaugural Calit2 Strategic Research Opportunities Grants". UCSD. http://ucsdnews.ucsd.edu/newsrel/science/05-13ResearchOpportunities.asp. Retrieved 2011-03-20. 
  22. ^ Saygin, A.P. (2011). "The thing that should not be". Soc Cogn Affect Neurosci. http://www.sayginlab.org. 
  23. ^ Kiderra, Inga. "YOUR BRAIN ON ANDROIDS". UCSD. http://ucsdnews.ucsd.edu/newsrel/soc/20110714BrainAndroids.asp. 
  24. ^ Robbins, Gary. "UCSD exploring why robots creep people out". San Diego Union Tribune. http://wwww.signonsandiego.com/news/2011/aug/04/ucsd-exploring-why-some-robots-creep-people-out/?sciquest. 
  25. ^ Palmer, Chris. "Exploring "The thing that should not be"". Calit2. http://calit2.net/newsroom/article.php?id=1878. 
  26. ^ http://digitalcommons.bolton.ac.uk/cgi/viewcontent.cgi?article=1013&context=gcct_journalspr
  27. ^ Ho, MacDorman, Pramono, 2008.
  28. ^ a b Goetz, Kiesler, & Powers, 2003.
  29. ^ Vinayagamoorthy, Steed, & Slater, 2005.
  30. ^ Saygin, A.P., Chaminade, T., Ishiguro, H. (2010) The Perception of Humans and Robots: Uncanny Hills in Parietal Cortex. Proceedings of the 32nd Annual Conference of the Cognitive Science Society (pp. 2716-2720).
  31. ^ a b c Saygin et al., 2011.
  32. ^ Gaylord, Chris. Christian Science Monitor. http://www.csmonitor.com/Innovation/Tech/2011/0914/Uncanny-Valley-Will-we-ever-learn-to-live-with-artificial-humans. 
  33. ^ a b MacDorman, Green, Ho, & Koch, 2009.
  34. ^ a b c David Hanson, Andrew Olney, Ismar A. Pereira & Marge Zielke (2005). Upending the Uncanny Valley. PROCEEDINGS OF THE NATIONAL CONFERENCE ON ARTIFICIAL INTELLIGENCE, 20, p. 1728-1729.
  35. ^ MacDorman & Ishiguro, 2006, p. 305.
  36. ^ Ellis, H., & Lewis, M. (2001). Capgras delusion: A window on face recognition. Trends in Cognitive Science, 5(4), 149-156.
  37. ^ Pollick, F. In Search of the Uncanny Valley. Analog communication: Evolution, brain mechanisms, dynamics, simulation. Cambridge, MA: MIT Press: The Vienna Series in Theoretical Biology (2009)
  38. ^ MacDorman & Ishiguro, 2006
  39. ^ MacDorman, Vasudevan & Ho, 2008.
  40. ^ Bartneck Kanda, Ishiguro, & Hagita, 2007.
  41. ^ Charles Darwin. The Voyage of the Beagle . New York: Modern Library. 2001. p. 87.
  42. ^ a b Jamais Cascio, The Second Uncanny Valley
  43. ^ viz.. "Pageant retouching". University of Texas. http://viz.cwrl.utexas.edu/node/235. Retrieved 2011-03-20. 
  44. ^ Dario Floreano. "Bio-Mimetic Robotics". http://moodle.epfl.ch/mod/resource/view.php?inpopup=true&id=41111. 
  45. ^ EPFL. http://moodle.epfl.ch/mod/resource/view.php?inpopup=true&id=41121
  46. ^ Michael Neal (April 25, 2008). "Succession". Yahoo! TV. http://tv.yahoo.com/30-rock/show/succession/episode/168175/recap. 
  47. ^ "Polar Express a creepy ride". CNN.com. Nov. 10, 2004. http://articles.cnn.com/2004-11-10/entertainment/review.polar.express_1_polar-express-film-series-sensors?_s=PM:SHOWBIZ. Retrieved Nov. 21, 2011. 

References

Bartneck, C., Kanda, T., Ishiguro, H., & Hagita, N. (2007). Is the Uncanny Valley an Uncanny Cliff? Proceedings of the 16th IEEE, RO-MAN 2007, Jeju, Korea, pp. 368–373. DOI:10.1109/ROMAN.2007.4415111 html
Chaminade, T., Hodgins, J. & Kawato, M. (2007). Anthropomorphism influences perception of computer-animated characters' actions. Social Cognitive and Affective Neuroscience, 2(3), 206-216.
Goetz, J., Kiesler, S., & Powers, A. (2003). Matching robot appearance and behavior to tasks to improve human-robot cooperation. Proceedings of the Twelfth IEEE International Workshop on Robot and Human Interactive Communication. Lisbon, Portugal.
Green, R. D., MacDorman, K. F., Ho, C.-C., & Vasudevan, S. K. (2008). Sensitivity to the proportions of faces that vary in human likeness. Computers in Human Behavior, 24(5), 2456–2474.
Ho, C.-C., MacDorman, K. F., & Pramono, Z. A. D. (2008). Human emotion and the uncanny valley: A GLM, MDS, and ISOMAP analysis of robot video ratings. Proceedings of the Third ACM/IEEE International Conference on Human-Robot Interaction. March 11–14. Amsterdam.
Ishiguro, H. (2005). Android science: Toward a new cross-disciplinary framework. CogSci-2005 Workshop: Toward Social Mechanisms of Android Science, 2005, pp. 1–6.
MacDorman, K. F. (2005). Androids as an experimental apparatus: Why is there an uncanny valley and can we exploit it? CogSci-2005 Workshop: Toward Social Mechanisms of Android Science, 106-118. (An English translation of Mori's "The Uncanny Valley" made by Karl MacDorman and Takashi Minato appears in Appendix B of the paper.)
MacDorman, K. F. (2006). Subjective ratings of robot video clips for human likeness, familiarity, and eeriness: An exploration of the uncanny valley. ICCS/CogSci-2006 Long Symposium: Toward Social Mechanisms of Android Science. July 26, 2006. Vancouver, Canada.
MacDorman, K. F. & Ishiguro, H. (2006). The uncanny advantage of using androids in cognitive science research. Interaction Studies, 7(3), 297-337.
MacDorman, K. F., Vasudevan, S. K., & Ho, C.-C. (2009). Does Japan really have robot mania? Comparing attitudes by implicit and explicit measures. AI & Society, 23(4), 485-510.
MacDorman, K. F., Green, R. D., Ho, C.-C., & Koch, C. (2009). Too real for comfort: Uncanny responses to computer generated faces. Computers in Human Behavior, 25, 695-710.
Misselhorn, C. (2009). Empathy with inanimate objects and the uncanny valley. Minds and Machines, 19(3), 345-359.
Mitchell, W. J., Szerszen, Sr., K. A., Lu, A. S., Schermerhorn, P. W., Scheutz, M., & MacDorman, K. F. (2011). A mismatch in the human realism of face and voice produces an uncanny valley. i-Perception, 2(1), 10–12.
Mori, Masahiro (1970). Bukimi no tani The uncanny valley (K. F. MacDorman & T. Minato, Trans.). Energy, 7(4), 33–35. (Originally in Japanese)
Mori, Masahiro (2005). On the Uncanny Valley. Proceedings of the Humanoids-2005 workshop: Views of the Uncanny Valley. 5 December 2005, Tsukuba, Japan.
Pollick, F. E. (forthcoming). In search of the uncanny valley. In Grammer, K. & Juette, A. (Eds.), Analog communication: Evolution, brain mechanisms, dynamics, simulation. The Vienna Series in Theoretical Biology. Cambridge, Mass.: The MIT Press.
Ramey, C.H. (2005). The uncanny valley of similarities concerning abortion, baldness, heaps of sand, and humanlike robots. In Proceedings of the Views of the Uncanny Valley Workshop, IEEE-RAS International Conference on Humanoid Robots.
Saygin, A.P., Chaminade, T., Ishiguro, H., Driver, J. & Frith, C. (2011) The thing that should not be: Predictive coding and the uncanny valley in perceiving human and humanoid robot actions. Social Cognitive Affective Neuroscience, 6(4).
Saygin, A.P., Chaminade, T., Ishiguro, H. (2010) The Perception of Humans and Robots: Uncanny Hills in Parietal Cortex. In S. Ohlsson & R. Catrambone (Eds.), Proceedings of the 32nd Annual Conference of the Cognitive Science Society (pp. 2716–2720). Austin, TX: Cognitive Science Society.
Seyama, J., & Nagayama, R. S. (2007). The uncanny valley: Effect of realism on the impression of artificial human faces. Presence: Teleoperators and Virtual Environments, 16(4), 337-351.
Tinwell, A., Grimshaw, M., Abdel Nabi, D., & Williams, A. (2011) Facial expression of emotion and perception of the Uncanny Valley in virtual characters. Computers in Human Behavior.
Vinayagamoorthy, V. Steed, A. & Slater, M. (2005). Building Characters: Lessons Drawn from Virtual Environments. Toward Social Mechanisms of Android Science: A CogSci 2005 Workshop. July 25–26, Stresa, Italy, pp. 119–126.

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