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 elicit uncanny or 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 predominately artificial intelligence. The increasing prevalence of digital technologies and their increasing verisimilitude have prompted debate about "the valley."
Etymology
As related to robotics engineering, robotics professor Masahiro Mori first introduced the concept in 1970 from his book titled, phrasing it as. 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", which was then critiqued and extended in Sigmund Freud's 1919 essay "The Uncanny".Hypothesis
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 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.
Theoretical basis
A number of theories have been proposed to explain the cognitive mechanism causing the phenomenon:- Mate selection: Automatic, stimulus-driven appraisals of uncanny stimuli elicit aversion by activating an evolved cognitive mechanism for the avoidance of selecting mates with low fertility, poor hormonal health, or ineffective immune systems based on visible features of the face and body that are predictive of those traits.
- Mortality salience: Viewing an "uncanny" robot elicits an innate fear of death and culturally supported defenses for coping with death's inevitability.... disassembled androids...play on subconscious fears of reduction, replacement, and annihilation: A mechanism with a human façade and a mechanical interior plays on our subconscious fear that we are all just soulless machines. Androids in various states of mutilation, decapitation, or disassembly are reminiscent of a battlefield after a conflict and, as such, serve as a reminder of our mortality. Since most androids are copies of actual people, they are doppelgängers and may elicit a fear of being replaced, on the job, in a relationship, and so on. The jerkiness of an android's movements could be unsettling because it elicits a fear of losing bodily control.
- Pathogen avoidance: Uncanny stimuli may activate a cognitive mechanism that originally evolved to motivate the avoidance of potential sources of pathogens by eliciting a disgust response. "The more human an organism looks, the stronger the aversion to its defects, because defects indicate disease, more human-looking organisms are more closely related to human beings genetically, and the probability of contracting disease-causing bacteria, viruses, and other parasites increases with genetic similarity." The visual anomalies of androids, robots, and other animated human characters cause reactions of alarm and revulsion, similar to corpses and visibly diseased individuals.
- Sorites paradoxes: Stimuli with human and nonhuman traits undermine our sense of human identity by linking qualitatively different categories, human and nonhuman, by a quantitative metric: degree of human likeness.
- Violation of human norms: If an entity looks sufficiently nonhuman, its human characteristics are noticeable, generating empathy. However, if the entity looks almost human, it elicits our model of a human other and its detailed normative expectations. The nonhuman characteristics are noticeable, giving the human viewer a sense of strangeness. In other words, a robot which has an appearance in the uncanny valley range is not judged as a robot doing a passable job at pretending to be human, but instead as an abnormal human doing a bad job at seeming like a normal person. This has been associated with perceptual uncertainty and the theory of predictive coding.
- Conflicting perceptual cues: The negative effect associated with uncanny stimuli is produced by the activation of conflicting cognitive representations. Perceptual tension occurs when an individual perceives conflicting cues to category membership, such as when a humanoid figure moves like a robot or has other visible robot features. This cognitive conflict is experienced as psychological discomfort, much like the discomfort that is experienced with cognitive dissonance. Several studies support this possibility. Mathur and Reichling found that the time subjects took to gauge a robot face's human- or mechanical-resemblance peaked for faces deepest in the uncanny valley, suggesting that perceptually classifying these faces as "human" or "robot" posed a greater cognitive challenge. However, they found that while perceptual confusion coincided with the uncanny valley, it did not mediate the effect of the uncanny valley on subjects' social and emotional reactions—suggesting that perceptual confusion may not be the mechanism behind the uncanny valley effect. Burleigh and colleagues demonstrated that faces at the midpoint between human and non-human stimuli produced a level of reported eeriness that diverged from an otherwise linear model relating human-likeness to affect. Yamada et al. found that cognitive difficulty was associated with negative affect at the midpoint of a morphed continuum. Ferrey et al. demonstrated that the midpoint between images on a continuum anchored by two stimulus categories produced a maximum of negative affect, and found this with both human and non-human entities. Schoenherr and Burleigh provide examples from history and culture that evidence an aversion to hybrid entities, such as the aversion to genetically modified organisms. Finally, Moore developed a Bayesian mathematical model that provides a quantitative account of perceptual conflict. There has been some debate as to the precise mechanisms that are responsible. It has been argued that the effect is driven by categorization difficulty, configural processing, perceptual mismatch, frequency-based sensitization, and inhibitory devaluation.
- Threat to humans' distinctiveness and identity: Negative reactions toward very humanlike robots can be related to the challenge that this kind of robot leads to the categorical human–non-human distinction. Kaplan stated that these new machines challenge human uniqueness, pushing for a redefinition of humanness. Ferrari, Paladino and Jetten found that the increase of anthropomorphic appearance of a robot leads to an enhancement of threat to the human distinctiveness and identity. The more a robot resembles a real person, the more it represents a challenge to our social identity as human beings.
- Religious definition of human identity: The existence of artificial but humanlike entities is viewed by some as a threat to the concept of human identity. An example can be found in the theoretical framework of psychiatrist Irvin Yalom. Yalom explains that humans construct psychological defenses to avoid existential anxiety stemming from death. One of these defenses is 'specialness', the irrational belief that aging and death as central premises of life apply to all others but oneself. The experience of the very humanlike "living" robot can be so rich and compelling that it challenges humans' notions of "specialness" and existential defenses, eliciting existential anxiety. In folklore, the creation of human-like, but soulless, beings is often shown to be unwise, as with the golem in Judaism, whose lack of human empathy and spirit can lead to disaster, however good the intentions of its creator.
- Uncanny valley of the mind or AI: Due to rapid advancements in the areas of artificial intelligence and affective computing, cognitive scientists have also suggested the possibility of an "uncanny valley of mind". Accordingly, people might experience strong feelings of aversion if they encounter highly advanced, emotion-sensitive technology. Among the possible explanations for this phenomenon, both a perceived loss of human uniqueness and expectations of immediate physical harm, are discussed by contemporary research.
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, 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.
, 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."
Viewer perception of facial expression and speech and the uncanny valley in realistic, human-like characters intended for video games and movies is being investigated by Tinwell et al., 2011. Consideration is also given by Tinwell et al. as to how the uncanny may be exaggerated for antipathetic characters in survival horror games. Building on the body of work already performed for android science, this research intends to build a conceptual mapping 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 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 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.