1,432 research outputs found

    Uncanniliy Human - Experimental Investigation of the Uncanny Valley Phenomenon

    Get PDF
    Seit seiner EinfĂŒhrung in den wissenschaftlichen Diskurs im Jahr 1970 (Mori, 1970; Mori et al., 2012) ist das Uncanny Valley eine der meist diskutierten und referenzierten Theorien in der Robotik. Obwohl die Theorie vor mehr als 40 Jahren postuliert wurde, wurde sie kaum empirisch untersucht. Erst in den letzten sieben Jahren haben Wissenschaftler aus dem Bereich Robotik, aber auch aus anderen Disziplinen, angefangen, das Uncanny Valley systematischer zu erforschen. Allerdings blieben bisher viele Fragen offen. Einiger dieser Fragen wurden in dem vorliegenden Forschungsprojekt im Rahmen von vier aufeinander aufbauenden Studien untersucht. Der Schwerpunkt der Arbeit liegt auf der systematischen Untersuchung des Einflusses von statischen und dynamischen Merkmalen von Robotern, wie etwa dem Design bzw. Erscheinungsbild und der Bewegung, auf die Wahrnehmung und Evaluation von diesen Robotern. Eine Besonderheit der vorliegenden Arbeit ist der multi-methodologische Ansatz, bei dem die durch verschiedenste Methoden und Messinstrumente beobachteten Effekte auf ihre Relevanz fĂŒr die Uncanny Valley Theorie hin untersucht wurden. Zudem wurden die in der bisherigen Literatur postulierten ErklĂ€rungsansĂ€tze fĂŒr den Uncanny Valley Effekt empirisch getestet. In der ersten Studie wurde anhand von qualitativen Interviews, in denen Probanden Bilder und Videos von humanoiden und androiden Robotern gezeigt wurden, untersucht, wie Probanden sehr menschenĂ€hnliche Roboter evaluieren, ob sie emotionale Reaktionen zeigen, und wie ihre Einstellungen gegenĂŒber diesen Robotern sind. Die Ergebnisse zeigen, dass emotionale Reaktion, wenn ĂŒberhaupt vorhanden, individuell sehr verschieden ausfallen. Das Erscheinungsbild der Roboter war sehr wichtig, denn bestimmte Designmerkmale wurden mit bestimmten FĂ€higkeiten gleichgesetzt. Ein menschliches Erscheinungsbild ohne FunktionalitĂ€t wurde eher negativ bewertet. Zudem schienen die Probanden bei androiden Robotern dieselben MaßstĂ€be zur Bewertung von AttraktivitĂ€t anzulegen wie sie dies bei Menschen tun. Die Analyse zeigte auch die Relevanz der Bewegungen der Roboter und des Kontextes, in welchem der jeweilige Roboter prĂ€sentiert wurde. Es wurde erste Evidenz gefunden fĂŒr die Annahme, dass Menschen Unsicherheit verspĂŒren bei der Kategorisierung von androiden Robotern als entweder Roboter oder Mensch. Zudem fĂŒhlten sich die Probanden unwohl bei dem Gedanken, dass Roboter sie ersetzten könnten. Die zweite Studie untersuchte den Einfluss von robotischer Bewegung. In einem quasi-experimentellen Feldexperiment wurden Passanten mit dem androiden Roboter Geminoid HI-1 konfrontiert, der sich entweder still verhielt oder Bewegungsverhalten zeigte. Die Interaktionen wurden analysiert hinsichtlich des nonverbalen Verhaltens der Passanten (z.B. auf den Roboter gerichtete Aufmerksamkeit, interpersonale Distanz zum Roboter). Die Resultate zeigen, dass das Verhalten der Passanten von dem Verhalten des Roboters beeinflusst wurde, zum Beispiel waren die Interaktionen lĂ€nger, die Probanden stellten mehr Blickkontakt her und testeten die FĂ€higkeiten des Roboters wenn dieser Bewegungsverhalten zeigte. Zudem diente das Verhalten des Roboters als Hinweisreiz fĂŒr die richtige Kategorisierung des Roboters als solchen. Der Aspekt des Erscheinungsbildes wurde in der dritten Studie systematisch untersucht. Zu diesem Zweck wurden in einem webbasierten Fragebogen 40 standardisierte Bilder von Robotern evaluiert, um die Evaluation beeinflussende Designmerkmale zu identifizieren. Eine Clusteranalyse ergab sechs Cluster von Robotern, die auf sechs Dimensionen unterschiedlich bewertet wurden. Mögliche Beziehungen zwischen Designmerkmalen und Evaluationen der Cluster wurden aufgezeigt und diskutiert. Zudem wurde die Aussagekraft des Uncanny Valley Graphen untersucht. Ausgehend von Mori’s Überlegungen ist der Uncanny Valley Effekt eine kubische Funktion. Demnach mĂŒssten sich die Daten am besten durch eine kubische Funktion erklĂ€ren lassen. Die Ergebnisse zeigten allerdings eine bessere Modellpassung fĂŒr lineare oder quadratische ZusammenhĂ€nge. In der letzten Studie wurden perzeptions-orientiert und evolutionsbiologische ErklĂ€rungsansĂ€tze fĂŒr das Uncanny Valley systematisch getestet. In dieser Studie wurden Daten aus Selbstauskunft, Verhaltensdaten und funktionelle Bildgebung kombiniert, um zu untersuchen ob sich die Effekte auf Basis der Selbstauskunft und der Verhaltensdaten erklĂ€ren lassen durch a) zusĂ€tzliche Verarbeitungsleistung wĂ€hrend der Perzeption von Gesichtern, b) automatisch ablaufende Prozesse sozialer Kognition, oder c) eine Überempfindlichkeit des sogenannten Verhaltensimmunsystems (behavioral immune system). Die Ergebnisse unterstĂŒtzen die perzeptions-orientierten ErklĂ€rungen fĂŒr den Uncanny Valley Effekt. Zum einen scheinen die Verhaltenseffekte durch neuronale Prozesse wĂ€hrend der Wahrnehmung von Gesichtern begrĂŒndet zu sein. Zum anderen gibt es Befunde, die auf eine kategoriale Wahrnehmung von Robotern und Menschen hinweisen. Evolutionsbiologische ErklĂ€rungen konnten durch die vorliegenden Daten nicht gestĂŒtzt werden.Since its introduction into scientific discourse in 1970 (Mori, 1970; Mori et al., 2012) the uncanny valley has been a highly discussed and referenced theory in the field of robotics. Although the theory was postulated more than 40 years ago, it has barely been tested empirically. However, in the last seven years robot scientists addressed themselves to the task of investigating the uncanny valley more systematically. But there are still open questions, some of which have been addressed within this research in the course of four consecutive studies. This project focussed on the systematic investigation of how static and dynamic characteristics of robots such as appearance and movement determine evaluations of and behavior towards robots. The work applied a multi-methodological approach and the various observed effects were examined with regard to their importance for the assumed uncanny valley. In addition, previously proposed explanations for the uncanny valley effect were tested. The first study utilized qualitative interviews in which participants were presented with pictures and videos of humanoid and android robots to explore participants’ evaluations of very human-like robots, their attitudes about these robots, and their emotional reactions towards these robots. Results showed that emotional experiences, if existent, were very individual. The robots’ appearance was of great importance for the participants, because certain characteristics were equalized with certain abilities, merely human appearance without a connected functionality was not appreciated, and human rules of attractiveness were applied to the android robots. The analysis also demonstrated the importance of the robots’ movements and the social context they were placed in. First evidence was found supporting the assumption that participants experienced uncertainty how to categorize android robots (as human or machine) and that they felt uncomfortable at the thought to be replaced by robots. The influence of movement, as one of the important factors in the uncanny valley hypothesis, was examined in the second study. In a quasi-experimental observational field study people were confronted with the android robot Geminoid HI-1 either moving or not moving. These interactions between humans and the android robot were analyzed with regard to the participants’ nonverbal behavior (e.g. attention paid to the robot, proximity). Results show that participants’ behavior towards the android robot was influenced by the behavior the robot displayed. For instance, when the robot established eye-contact participants engaged in longer interactions, also established more eye-contact and tried to test the robots’ capabilities. The robot’s behavior served as cue for the participants to categorize the robot as such. The aspect of robot appearances was examined systematically in the third study in order to identify certain robot attractiveness indices or design characteristics which determine how people perceive robots. A web-based survey was conducted with standardized pictures of 40 different mechanoid, humanoid and android robots. A cluster analysis revealed six clusters of robots which were rated significantly different on six dimensions. Possible relationships of design characteristics and the evaluation of robots have been outlined. Moreover, it has been tested whether the data of this study can best be explained by a cubic funtion as would be suggested by the graph proposed by Mori. Results revealed that the data can be best explained by linear or quadratic relationships. The last study systematically tested perception-oriented and evolutionary-biological approaches for the uncanny valley. In this multi-methodological study, self-report and behavioral data were combined with functional magnetic resonance imaging techniques in order to examine whether the observed effects in self-report and behavior occur due to a) additional processing during face perception of human and robotic stimuli, b) automatically elicited processes of social cognition, or c) oversensitivity of the behavioral immune system. The study found strong support for perception-oriented explanations for the uncanny valley effect. First, effects seem to be driven by face perception processes. Further, there were indicators for the assumption that categorical perception takes place. In the contrary, evolutionary-biological driven explanations assuming that uncanny valley related reactions are due to oversensitivity of the behavioral immune system were not supported by this work. Altogether, this dissertation explored the importance of characteristics of robots which are relevant for the uncanny valley hypothesis. Uncanny valley related responses were examined using a variety of measures, for instance, self-reporting, behavior, and brain activation, allowing conclusions with regard to the influence of the choice of measurements on the detection of uncanny valley related responses. Most importantly, explanations for the uncanny valley were tested systematically and support was found for cognitive-oriented and perception-oriented explanations

    Robotic Psychology. What Do We Know about Human-Robot Interaction and What Do We Still Need to Learn?

    Get PDF
    “Robotization”, the integration of robots in human life will change human life drastically. In many situations, such as in the service sector, robots will become an integrative part of our lives. Thus, it is vital to learn from extant research on human-robot interaction (HRI). This article introduces robotic psychology that aims to bridge the gap between humans and robots by providing insights into particularities of HRI. It presents a conceptualization of robotic psychology and provides an overview of research on service-focused human-robot interaction. Theoretical concepts, relevant to understand HRI with are reviewed. Major achievements, shortcomings, and propositions for future research will be discussed

    Whom Do You Want to Be Friends With: An Extroverted or an Introverted Avatar? Impacts of the Uncanny Valley Effect and Conversational Cues

    Get PDF
    With the rapid growth of social virtual reality platforms, an increasing number of people will be interacting with others as avatars in virtual environments. Therefore, it is essential to develop a better understanding of the factors that could impact initial personality assessments and how they affect the willingness of people to befriend one another. Thin-slice judgment constitutes a quick judgment of a personality based on an avatar, and it could be impacted by the avatar’s appearance, particularly if the avatar elicits an uncanny valley effect that brings negative emotions such as eerieness. However, personality judgments and friendship decisions could also be influenced by social cues, such as conversational style. This experimental study investigated how these factors impact willingness to make friends with others in a virtual world. Drawing upon the uncanny valley effect and thin-slice judgment, this study examined how different levels of realism and conversational cues influence trustworthiness, likeability, and the willingness to be a friend. Furthermore, the current study tried to shed light on the interaction effects of realism and conversational cues to the dependent variables. In other words, this study investigated how this eventually influences one’s willingness to be a friend under the thin-slice judgment when personality judgments result from the negative feeling (i.e., eeriness) of the uncanny valley effect and social cues are conflicted. To this end, a 2 (realism: cartoonish vs. hyper-realistic) x 2 (conversational cues: extroverted vs. introverted) between-subjects online experiment was conducted. The results showed that trustworthiness and likeability significantly impacted the willingness to be a friend. Furthermore, realism and conversational cues marginally affected the willingness to be a friend. Keywords: uncanny valley effect, thin-slice judgment, avatar, personality judgment, willingness to be a frien

    The Media Inequality, Uncanny Mountain, and the Singularity is Far from Near: Iwaa and Sophia Robot versus a Real Human Being

    Full text link
    Design of Artificial Intelligence and robotics habitually assumes that adding more humanlike features improves the user experience, mainly kept in check by suspicion of uncanny effects. Three strands of theorizing are brought together for the first time and empirically put to the test: Media Equation (and in its wake, Computers Are Social Actors), Uncanny Valley theory, and as an extreme of human-likeness assumptions, the Singularity. We measured the user experience of real-life visitors of a number of seminars who were checked in either by Smart Dynamics' Iwaa, Hanson's Sophia robot, Sophia's on-screen avatar, or a human assistant. Results showed that human-likeness was not in appearance or behavior but in attributed qualities of being alive. Media Equation, Singularity, and Uncanny hypotheses were not confirmed. We discuss the imprecision in theorizing about human-likeness and rather opt for machines that 'function adequately.

    Measuring the Uncanny Valley Effect

    Get PDF
    Using a hypothetical graph, Masahiro Mori proposed in 1970 the relation between the human likeness of robots and other anthropomorphic characters and an observer’s affective or emotional appraisal of them. The relation is positive apart from a U-shaped region known as the uncanny valley. To measure the relation, we previously developed and validated indices for the perceptual-cognitive dimension humanness and three affective dimensions: interpersonal warmth, attractiveness, and eeriness. Nevertheless, the design of these indices was not informed by how the untrained observer perceives anthropomorphic characters categorically. As a result, scatter plots of humanness vs. eeriness show the stimuli cluster tightly into categories widely separated from each other. The present study applies a card sorting task, laddering interview, and adjective evaluation ( N=30 ) to revise the humanness, attractiveness, and eeriness indices and validate them via a representative survey ( N=1311 ). The revised eeriness index maintains its orthogonality to humanness ( r=.04 , p=.285 ), but the stimuli show much greater spread, reflecting the breadth of their range in human likeness and eeriness. The revised indices enable empirical relations among characters to be plotted similarly to Mori’s graph of the uncanny valley. Accurate measurement with these indices can be used to enhance the design of androids and 3D computer animated characters

    The uncanny valley of a virtual animal.

    Get PDF
    Virtual robots, including virtual animals, are expected to play a major role within affective and aesthetic interfaces, serious games, video instruction, and the personalization of educational instruction. Their actual impact, however, will very much depend on user perception of virtual characters as the uncanny valley hypothesis has shown that the design of virtual characters determines user experiences. In this article, we investigated whether the uncanny valley effect, which has already been found for the human-like appearance of virtual characters, can also be found for animal-like appearances. We conducted an online study (N = 163) in which six different animal designs were evaluated in terms of the following properties: familiarity, commonality, naturalness, attractiveness, interestingness, and animateness. The study participants differed in age (under 10–60 years) and origin (Europe, Asia, North America, and South America). For the evaluation of the results, we ranked the animal-likeness of the character using both expert opinion and participant judgments. Next to that, we investigated the effect of movement and morbidity. The results confirm the existence of the uncanny valley effect for virtual animals, especially with respect to familiarity and commonality, for both still and moving images. The effect was particularly pronounced for morbid images. For naturalness and attractiveness, the effect was only present in the expert-based ranking, but not in the participant-based ranking. No uncanny valley effect was detected for interestingness and animateness. This investigation revealed that the appearance of virtual animals directly affects user perception and thus, presumably, impacts user experience when used in applied settings

    Trusting Intentions Towards Robots in Healthcare: A Theoretical Framework

    Get PDF
    Within the next decade, robots (intelligent agents that are able to perform tasks normally requiring human intelligence) may become more popular when delivering healthcare services to patients. The use of robots in this way may be daunting for some members of the public, who may not understand this technology and deem it untrustworthy. Others may be excited to use and trust robots to support their healthcare needs. It is argued that (1) context plays an integral role in Information Systems (IS) research and (2) technology demonstrating anthropomorphic or system-like features impact the extent to which an individual trusts the technology. Yet, there is little research which integrates these two concepts within one study in healthcare. To address this gap, we develop a theoretical framework that considers trusting intentions towards robots based on the interaction of humans and robots within the contextual landscape of delivering healthcare services. This article presents a theory-based approach to developing effective trustworthy intelligent agents at the intersection of IS and Healthcare

    UNDERSTANDING PRE-INTERACTION RESPONSE TO HUMANOID ROBOTS: A VIEW OF COMFORT WITH ROBOTS

    Get PDF
    Despite the growing body of research exploring consumer responses to robotics, the existing comprehension of this topic locates mainly on consumers’ post-interaction reactions to robots based on technology-related and service-related views, leaving the complexity of pre-interaction uninvestigated. Motivated by a scarcity of knowledge on consumers’ reactions to service robots before their actual interaction, this study disentangles how perceived comfort with robots, as a pre-interaction perception triggered by robot anthropomorphism, penetrates customers’ implicit social decision-making and affects customer responses. By a large-scale scenario-based experiment, this study allocated a fine-grained spectrum of anthropomorphism and cartographically delineated the UV-resemblance effect of anthropomorphism degree on perceived comfort of robots and trust. Furthermore, our study reveals the role of human-robot trust in mediating the relationship between comfort with robots and usage intention. The findings provide tools for future studies into understanding pre-interaction responses from social-psychological elements that could inform the design of socially competent robots

    Examining Applicability of Uncanny Valley Hypothesis: A Large-Scale Study

    Get PDF
    Despite a growing interest in applying the uncanny valley hypothesis (UVH) in IS studies, there is a paucity of knowledge on the applicability of UVH and its strength. By summarizing a set of attitudinal variables popularized in the extant IS literature on AI robots, this study examined the strength and applicability of UVH on a large, objectively chosen sample of 80 real-world robots face against these variables. We demonstrate that while robot anthropomorphism does affect users’ attitudes toward the robot, its effects do not necessarily follow a UV pattern, and it has a very limited explanatory power toward users’ attitudinal responses. In addition, robot anthropomorphism has a much stronger linear-like association with a perceived social presence than with the commonly used response variable of perceived likability. Our results offer insights into understanding the applicability and strength of the uncanny valley effect and the impacts of robot anthropomorphism on users’ perceptions

    USER ACCEPTANCE OF SOCIAL ROBOTS: A SOCIAL RESPONSE PERSPECTIVE

    Get PDF
    Anthropomorphism of social robots has been argued to be an important factor that determines individuals’ usage of social robots. Little research on social robots has explained how the anthropomorphic design of social robots affects users’ social responses to social robots and how social responses further affect user acceptance of social robots. Drawing on the social response theory, we propose a conceptual model to examine user acceptance of social robots. Specifically, three anthropomorphic features (appearance, voice, and response) are proposed to trigger users’ social responses (perceived social presence and perceived humanness) to social robots, which lead to individuals’ intention to accept social robots. The proposed research model will be empirically tested with data collected among hotel customers via an online experiment. The current study aims to contribute to the social robot acceptance literature from the social response perspective
    • 

    corecore