Uncanny valley

In an experiment involving the human lookalike robot Repliee Q2 (pictured above), the uncovered robotic structure underneath Repliee, and the actual human who was the model for Repliee, the human lookalike triggered the highest level of mirror neuron activity.[1]

The uncanny valley is a hypothesis in the field of aesthetics which holds that when features look and move almost, but not exactly, like natural beings, it causes a response of revulsion among some observers. The "valley" refers to the dip in a graph of the comfort level of beings as subjects move toward a healthy, natural likeness described in a function of a subject's aesthetic acceptability. Examples can be found in the fields of robotics[2] and 3D computer animation,[3][4] among others.

Etymology

The concept was identified by the robotics professor Masahiro Mori as Bukimi no Tani Genshō (不気味の谷現象) in 1970.[5][6] The term "uncanny valley" first appeared in the 1978 book Robots: Fact, Fiction, and Prediction, written by Jasia Reichardt.[7] The hypothesis has been linked to Ernst Jentsch's concept of the "uncanny" identified in a 1906 essay "On the Psychology of the Uncanny".[8][9][10] Jentsch's conception was elaborated by Sigmund Freud in a 1919 essay entitled "The Uncanny" ("Das Unheimliche").[11]

Hypothesis

Mori's original hypothesis states that as the appearance of a robot is made more human, some observers' 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 being, the emotional response becomes positive once again and approaches human-to-human empathy levels.[12]

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 some human beings, will produce a feeling of uncanniness, and will thus fail to evoke the empathic response required for productive human-robot interaction.[12]

Theoretical basis

Hypothesized emotional response of subjects is plotted against anthropomorphism of a robot, following Mori's statements. The uncanny valley is the region of negative emotional response towards robots that seem "almost". Movement amplifies the emotional response.[13]

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

Research

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 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.[32]

As of 2011, researchers at University of California, San Diego and California Institute for Telecommunications and Information Technology are measuring human brain activations related to the uncanny valley.[33][34] In one study using fMRI, 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. The researchers say they saw, in essence, evidence of mismatch or perceptual conflict.[20] 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, says "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."[35][36][37]

Viewer perception of facial expression and speech and the uncanny valley in realistic, human-like characters intended for video games and film is being investigated by Tinwell et al., 2011.[38] Consideration is also given by Tinwell et al. (2010) as to how the uncanny may be exaggerated for antipathetic characters in survival horror games.[39] 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. The goal is to analyze how cross-modal factors of facial expression and speech can exaggerate the uncanny. Tinwell et al., 2011[40] have also introduced the notion of an unscalable uncanny wall that suggests that a viewer’s discernment for detecting imperfections in realism will keep pace with new technologies in simulating realism. A summary of Dr Angela Tinwell's research on the Uncanny Valley, psychological reasons behind the Uncanny Valley and how designers may overcome the uncanny in human-like virtual characters is provided in her book, The Uncanny Valley in Games and Animation by CRC Press.[41]

In computer animation

A number of films that use computer-generated imagery to show characters have been described by reviewers as giving a feeling of revulsion or "creepiness" as a result of the characters looking too realistic.  Examples include:

By contrast, at least one film, the 2011 The Adventures of Tintin: The Secret of the Unicorn, was praised by reviewers for avoiding the uncanny valley despite its animated characters' realism.  Critic Dana Stevens wrote, "With the possible exception of the title character, the animated cast of Tintin narrowly escapes entrapment in the so-called 'uncanny valley.'" [50] Wired Magazine editor Kevin Kelly wrote of the film, "we have passed beyond the uncanny valley into the plains of hyperreality." [51]

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[67]

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.[68] 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.[68] Another example comes from "pageant retouching" photos, especially of children, which some find disturbingly doll-like.[69]

Use in the media

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.[70]

The 1977 Doctor Who serial "The Robots of Death" describes a mental illness called "Grimwade's Syndrome" or "robophobia": a condition where the lack of body language from humanoid robots provokes in certain people the feeling that they are "surrounded by walking, talking dead men."

See also

Notes

  1. Tinwell, Angela (2014-12-04). The Uncanny Valley in Games and Animation. CRC Press. pp. 165–. ISBN 9781466586956. Retrieved 13 January 2015.
  2. "The Truth About Robotic's Uncanny Valley - Human-Like Robots and the Uncanny Valley". Popular Mechanics. 2010-01-20. Retrieved 2011-03-20.
  3. When fantasy is just too close for comfort - The Age, June 10, 2007
  4. 4.0 4.1 Digital Actors in ‘Beowulf’ Are Just Uncanny - New York Times, November 14, 2007
  5. Kawaguchi, Judit (10 March 2011). "Robocon founder Dr. Masahiro Mori". Words To Live By. Japan Times. p. 11. Archived from the original on 2011-03-13. Retrieved 2014-08-14. Mori's influence on the world of robotics is immeasurable. His classic hypothesis, "The Uncanny Valley," published in 1970, is still a key work defining robotic design.
  6. "The Uncanny Valley". IEEE Spectrum. 12 June 2012. Retrieved 1 April 2015.
  7. "An Uncanny Mind: Masahiro Mori on the Uncanny Valley and Beyond". IEEE Spectrum. 12 June 2012. Retrieved 1 April 2015.
  8. Jentsch, E. (25 Aug. 1906). Zur Psychologie des Unheimlichen, Psychiatrisch-Neurologische Wochenschrift 8(22), 195-198.
  9. 9.0 9.1 Mitchell et al., 2011.
  10. Misselhorn, 2009
  11. Freud, S. (1919/2003). The uncanny [das unheimliche] (D. McLintock, Trans.). New York: Penguin.
  12. 12.0 12.1 Mori, M. (1970/2012). The uncanny valley (K. F. MacDorman & N. Kageki, Trans.). IEEE Robotics & Automation Magazine, 19(2), 98–100. doi:10.1109/MRA.2012.2192811
  13. MacDorman, 2005.
  14. Green, MacDorman, Ho, Koch, 2008.
  15. 15.0 15.1 Rhodes, G. & Zebrowitz, L. A. (eds) (2002). Facial Attractiveness: Evolutionary, Cognitive, and Social Perspectives, Ablex Publishing.
  16. MacDorman & Ishiguro, 2006, p. 313.
  17. MacDorman, Green, Ho, & Koch, 2009, p. 696.
  18. Ramey, 2005.
  19. MacDorman & Ishiguro, 2006, p. 303.
  20. 20.0 20.1 20.2 20.3 Saygin, A.P. (2011). "The Thing That Should Not Be: Predictive Coding and the Uncanny Valley in Perceiving Human and Humanoid Robot Actions.". Social Cognitive Affective Neuroscience 7: 413–22. doi:10.1093/scan/nsr025.
  21. UCSD News. "Your Brain on Androids".
  22. MacDorman, K. F., Vasudevan, S. K., & Ho, C.-C., 2009.
  23. Yalom, Irvin D. (1980) "Existential Psychotherapy", Basic Books, Inc., Publishers, New York
  24. 24.0 24.1 24.2 Ferrey, A. E., Burleigh, T. J., & Fenske, M. J. (2015). Stimulus-category competition, inhibition, and affective devaluation: a novel account of the uncanny valley. Frontiers in Psychology, 6:249, doi: 10.3389/fpsyg.2015.00249.
  25. Elliot, A. J., & Devine, P. G. (1994). On the motivational nature of cognitive dissonance: Dissonance as psychological discomfort. Journal of personality and social psychology, 67(3), 382
  26. 26.0 26.1 Burleigh, T. J., Schoenherr, J. R., & Lacroix, G. L. (2013). Does the uncanny valley exist? An empirical test of the relationship between eeriness and the human likeness of digitally created faces. Computers in Human Behavior, 29(3), doi: 10.1016/j.chb.2012.11.021.
  27. 27.0 27.1 Yamada, Y., Kawabe, T., & Ihaya, K. (2013). Categorization difficulty is associated with negative evaluation in the “uncanny valley” phenomenon. Japanese Psychological Research, 55(1), 20-32.
  28. Schoenherr, J. R., & Burleigh, T. J. (2014). Uncanny sociocultural categories. Frontiers in Psychology, 5:1456, 10.3389/fpsyg.2014.01456.
  29. Moore, R. K. (2012). A Bayesian explanation of the ‘Uncanny Valley’ effect and related psychological phenomena. Nature Scientific Reports, 2, doi:10.1038/srep00864.
  30. Kätsyri, J. & Förger, K. & Mäkäräinen, M. & Takala, T. 2015. A review of empirical evidence on different uncanny valley hypotheses: support for perceptual mismatch as one road to the valley of eeriness. Frontiers in Psychology.
  31. Burleigh, T. J., & Schoenherr, J. R. (2015). A reappraisal of the uncanny valley: categorical perception or frequency-based sensitization?. Frontiers in Psychology, 5:1488, doi: 10.3389/fpsyg.2014.01488.
  32. Kitta MacPherson (2009-10-13). "Monkey visual behavior falls into the uncanny valley". Princeton University. Retrieved 2011-03-20.
  33. "Science Exploring the uncanny valley of how brains react to humanoids".
  34. Ramsey, Doug (2010-05-13). "Nineteen Projects Awarded Inaugural Calit2 Strategic Research Opportunities Grants". UCSD. Retrieved 2011-03-20.
  35. Kiderra, Inga. "YOUR BRAIN ON ANDROIDS". UCSD.
  36. Robbins, Gary. "UCSD exploring why robots creep people out". San Diego Union Tribune.
  37. Palmer, Chris. "Exploring "The thing that should not be"". Calit2.
  38. Tinwell, A. et al. (2011). "Facial expression of emotion and perception of the Uncanny Valley in virtual characters". Computers in Human Behavior.
  39. Tinwell, A. et al. (2010). "Uncanny Behaviour in Survival Horror Games". Journal of Gaming and Virtual Worlds.
  40. Tinwell, A. et al. (2011). "The Uncanny Wall". International Journal of Arts and Technology.
  41. Tinwell, Angela (2014). The Uncanny Valley in Games and Animation.
  42. Dario Floreano. "Bio-Mimetic Robotics".
  43. EPFL. http://moodle.epfl.ch/mod/resource/view.php?inpopup=true&id=41121
  44. "Polar Express a creepy ride". CNN.com. Nov 10, 2004. Retrieved Nov 21, 2011.
  45. Loder, Kurt (November 10, 2004). "'The Polar Express' Is All Too Human". MTV.
  46. Dargis, Manohla (November 10, 2004). "Do You Hear Sleigh Bells? Nah, Just Tom Hanks and Some Train". The New York Times.
  47. Anderson, John (November 10, 2004). "'Polar Express' derails in zombie land". Newsday.
  48. The Polar Express: A Virtual Train Wreck (conclusion), Ward Jenkins, Ward-O-Matic blog, December 18, 2004
  49. Polo, Susana (June 20, 2010). "New Airbender TV Spot: Appa's Creepy Face". Geekosystem. Retrieved December 11, 2012.
  50. Stevens, Dana. "Tintin, So So". Slate. Retrieved 25 March 2012.
  51. Kelly, Kevin. "Beyond the Uncanny Valley". The Technium. Retrieved 25 March 2012.
  52. Ho, MacDorman, Pramono, 2008.
  53. 53.0 53.1 Goetz, Kiesler, & Powers, 2003.
  54. Vinayagamoorthy, Steed, & Slater, 2005.
  55. 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).
  56. 56.0 56.1 56.2 Saygin et al., 2011.
  57. Gaylord, Chris. "Uncanny Valley: Will we ever learn to live with artificial humans?". Christian Science Monitor.
  58. 58.0 58.1 MacDorman, Green, Ho, & Koch, 2009.
  59. 59.0 59.1 59.2 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.
  60. MacDorman & Ishiguro, 2006, p. 305.
  61. Ellis, H., & Lewis, M. (2001). Capgras delusion: A window on face recognition. Trends in Cognitive Science, 5(4), 149-156.
  62. 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)
  63. MacDorman & Ishiguro, 2006
  64. MacDorman, Vasudevan & Ho, 2008.
  65. Bartneck Kanda, Ishiguro, & Hagita, 2007.
  66. 9/03/13 7:30am Today 7:30am. "Is the "uncanny valley" a myth?". Io9.com. Retrieved 2013-09-04.
  67. Charles Darwin. The Voyage of the Beagle . New York: Modern Library. 2001. p. 87.
  68. 68.0 68.1 Jamais Cascio, The Second Uncanny Valley
  69. viz. "Pageant retouching". University of Texas. Retrieved 2011-03-20.
  70. Michael Neal (April 25, 2008). "Succession". Yahoo! TV.

References

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Burleigh, T. J. & Schoenherr (2015). A reappraisal of the uncanny valley: categorical perception or frequency-based sensitization? Frontiers in Psychology, 5:1488, doi: 10.3389/fpsyg.2014.01488.
Burleigh, T. J., Schoenherr, J. R., & Lacroix, G. L. (2013). Does the uncanny valley exist? An empirical test of the relationship between eeriness and the human likeness of digitally created faces. Computers in Human Behavior, 29(3), 759-771, doi: 10.1016/j.chb.2012.11.021.
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Moore, R. K. (2012). A Bayesian explanation of the ‘Uncanny Valley’ effect and related psychological phenomena. Nature Scientific Reports, 2, doi:10.1038/srep00864.
Mori, M. (1970/2012). The uncanny valley (K. F. MacDorman & N. Kageki, Trans.). IEEE Robotics & Automation Magazine, 19(2), 98–100. doi:10.1109/MRA.2012.2192811 See also http://spectrum.ieee.org/automaton/robotics/humanoids/an-uncanny-mind-masahiro-mori-on-the-uncanny-valley
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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.
Schoenherr, J. R. & Burleigh, T. J. (2014). Uncanny sociocultural categories. Frontiers in Psychology, 5:1456, doi: 10.3389/fpsyg.2014.01456.
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, 27(2), pp. 741-749.
Tinwell, A., Grimshaw, M., & Williams, A. (2010) Uncanny Behaviour in Survival Horror Games. Journal of Gaming and Virtual Worlds, 2(1), pp. 3-25.
Tinwell, A., Grimshaw, M., & Williams, A. (2011) The Uncanny Wall. International Journal of Arts and Technology, 4(3), pp. 326-341.
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.
Yamada, Y., Kawabe, T., & Ihaya, K. (2013). Categorization difficulty is associated with negative evaluation in the “uncanny valley” phenomenon. Japanese Psychological Research, 55(1), 20-32.

External links

Humanoids-2005 Workshop
Views on the Uncanny Valley