14 research outputs found

    Human emotions toward stimuli in the uncanny valley: laddering and index construction

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    Indiana University-Purdue University Indianapolis (IUPUI)Human-looking computer interfaces, including humanoid robots and animated humans, may elicit in their users eerie feelings. This effect, often called the uncanny valley, emphasizes our heightened ability to distinguish between the human and merely humanlike using both perceptual and cognitive approaches. Although reactions to uncanny characters are captured more accurately with emotional descriptors (e.g., eerie and creepy) than with cognitive descriptors (e.g., strange), and although previous studies suggest the psychological processes underlying the uncanny valley are more perceptual and emotional than cognitive, the deep roots of the concept of humanness imply the application of category boundaries and cognitive dissonance in distinguishing among robots, androids, and humans. First, laddering interviews (N = 30) revealed firm boundaries among participants’ concepts of animated, robotic, and human. Participants associated human traits like soul, imperfect, or intended exclusively with humans, and they simultaneously devalued the autonomous accomplishments of robots (e.g., simple task, limited ability, or controlled). Jerky movement and humanlike appearance were associated with robots, even though the presented robotic stimuli were humanlike. The facial expressions perceived in robots as improper were perceived in animated characters as mismatched. Second, association model testing indicated that the independent evaluation based on the developed indices is a viable quantitative technique for the laddering interview. Third, from the interviews several candidate items for the eeriness index were validated in a large representative survey (N = 1,311). The improved eeriness index is nearly orthogonal to perceived humanness (r = .04). The improved indices facilitate plotting relations among rated characters of varying human likeness, enhancing perspectives on humanlike robot design and animation creation

    A meta-analysis of the uncanny valley's independent and dependent variables

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    The uncanny valley (UV) effect is a negative affective reaction to human-looking artificial entities. It hinders comfortable, trust-based interactions with android robots and virtual characters. Despite extensive research, a consensus has not formed on its theoretical basis or methodologies. We conducted a meta-analysis to assess operationalizations of human likeness (independent variable) and the UV effect (dependent variable). Of 468 studies, 72 met the inclusion criteria. These studies employed 10 different stimulus creation techniques, 39 affect measures, and 14 indirect measures. Based on 247 effect sizes, a three-level meta-analysis model revealed the UV effect had a large effect size, Hedges’ g = 1.01 [0.80, 1.22]. A mixed-effects meta-regression model with creation technique as the moderator variable revealed face distortion produced the largest effect size, g = 1.46 [0.69, 2.24], followed by distinct entities, g = 1.20 [1.02, 1.38], realism render, g = 0.99 [0.62, 1.36], and morphing, g = 0.94 [0.64, 1.24]. Affective indices producing the largest effects were threatening, likable, aesthetics, familiarity, and eeriness, and indirect measures were dislike frequency, categorization reaction time, like frequency, avoidance, and viewing duration. This meta-analysis—the first on the UV effect—provides a methodological foundation and design principles for future research

    A Meta-analysis of the Uncanny Valley's Independent and Dependent Variables

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    The uncanny valley (UV) effect is a negative affective reaction to human-looking artificial entities. It hinders comfortable, trust-based interactions with android robots and virtual characters. Despite extensive research, a consensus has not formed on its theoretical basis or methodologies. We conducted a meta-analysis to assess operationalizations of human likeness (independent variable) and the UV effect (dependent variable). Of 468 studies, 72 met the inclusion criteria. These studies employed 10 different stimulus creation techniques, 39 affect measures, and 14 indirect measures. Based on 247 effect sizes, a three-level meta-analysis model revealed the UV effect had a large effect size, Hedges’ g = 1.01 [0.80, 1.22]. A mixed-effects meta-regression model with creation technique as the moderator variable revealed face distortion produced the largest effect size, g = 1.46 [0.69, 2.24], followed by distinct entities, g = 1.20 [1.02, 1.38], realism render, g = 0.99 [0.62, 1.36], and morphing, g = 0.94 [0.64, 1.24]. Affective indices producing the largest effects were threatening, likable, aesthetics, familiarity, and eeriness, and indirect measures were dislike frequency, categorization reaction time, like frequency, avoidance, and viewing duration. This meta-analysis—the first on the UV effect—provides a methodological foundation and design principles for future research

    Creepy cats and strange high houses: Support for configural processing in testing predictions of nine uncanny valley theories

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    In 1970, Masahiro Mori proposed the uncanny valley (UV), a region in a human-likeness continuum where an entity risks eliciting a cold, eerie, repellent feeling. Recent studies have shown that this feeling can be elicited by entities modeled not only on humans but also nonhuman animals. The perceptual and cognitive mechanisms underlying the UV effect are not well understood, although many theories have been proposed to explain them. To test the predictions of nine classes of theories, a within-subjects experiment was conducted with 136 participants. The theories’ predictions were compared with ratings of 10 classes of stimuli on eeriness and coldness indices. One type of theory, configural processing, predicted eight out of nine significant effects. Atypicality, in its extended form, in which the uncanny valley effect is amplified by the stimulus appearing more human, also predicted eight. Threat avoidance predicted seven; atypicality, perceptual mismatch, and mismatch+ predicted six; category+, novelty avoidance, mate selection, and psychopathy avoidance predicted five; and category uncertainty predicted three. Empathy's main prediction was not supported. Given that the number of significant effects predicted depends partly on our choice of hypotheses, a detailed consideration of each result is advised. We do, however, note the methodological value of examining many competing theories in the same experiment

    USER ACCEPTANCE OF SOCIAL ROBOTS: A SOCIAL RESPONSE PERSPECTIVE

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    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

    Osobni prostor i njegove transformacije u tehnološkom kontekstu

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    Context and relevance of the research: The creation of autonomous computer agents and humanoid robots is becoming a priority subject of research in various fields of knowledge such as evolutionary psychology, cognitive science, neurobiology, engineering, social robotics, linguistics, philosophy, etc. The gap between technological, natural science and humanitarian-scientific discourse reveals the need for dialogue, scientific discussions, and the development of a common conceptual-categorical system in information technology and humanitarian knowledge. The expansion of the continuum of artificial realities actualizes anthropological problems, including the question of a new ontological status of human, of personal space, within which all aspects and projections of human existence undergo significant changes. Personal space as an ontological phenomenon of Self interacts with different environments (nature, society, culture, extended reality (XR)) has borders with them and in each partially functions. The research aims to develop methodological foundations for the study of personal space, formulate the author’s definition of personal space, and identify conceptual methodological constructs to analyze the transformation of personal space in the development of information technology and social robotics. Used methodology: the principle of integrity, the principle of duality of being, typology of relations I-Thou and I-It by Martin Buber and Semyon L. Frank, system analysis, convergent approach. Key findings: The development of information technologies and social robotics has opened a new stage in forming the technological context of human entry into symbiotic relations, where the boundaries between the natural and the artificial are blurred, which indicates the need to elaborate a convergent approach to studying interdisciplinary problems in technological and humanitarian knowledge. The author’s definition of personal space as a holistic phenomenon of Self is offered for use as a methodological tool to study its changes in the technological context.Kontekst i važnost istraživanja: Stvaranje autonomnih računalnih agenata i humanoidnih robota postaje prioritetna tema istraživanja u raznim poljima znanja. Jaz između tehnološkog i humanitarnog diskursa pokazuje potrebu za dijalogom i razvojem zajedničkog pojmovno-kategorijskog sustava u informacijskoj tehnologiji i humanitarnom znanju. Širenje kontinuuma umjetne stvarnosti aktualizira antropološke probleme, uključujući pitanje novog ontološkog statusa osobe, osobnog prostora, unutar kojeg svi aspekti i projekcije ljudskog postojanja prolaze kroz značajne promjene. Osobni prostor kao ontološki fenomen sebstva komunicira s različitim okruženjima (priroda, društvo, kultura, proširena stvarnost [extended reality – XR]), ima granice s njima i djelomično funkcionira u svakoj. Svrha studije: razviti metodološku osnovu za proučavanje osobnog prostora, formulirati autorovu definiciju osobnog prostora i identificirati konceptualne metodološke konstrukcije za analizu transformacije osobnog prostora u razvoju informacijske tehnologije i socijalne robotike. Upotrijebljena metodologija: načelo integriteta, načelo dualnosti bića, tipologija odnosa (M. Buber, S. Frank), sistemska analiza, konvergentni pristup. Glavni zaključci: Razvoj informacijske tehnologije i socijalne robotike otvorio je novu fazu u formiranju tehnološkog konteksta ulaska čovjeka u simbiotske odnose, gdje su granice između prirodnog i umjetnog nejasne, što ukazuje na potrebu za razvojem konvergentnog pristupa proučavanju interdisciplinarnih problema tehnološkog i humanitarnog znanja. Autorska definicija osobnog prostora kao integralnog fenomena sebstva predlaže se kao metodološki alat za proučavanje njegovih promjena u tehnološkom kontekstu

    User Acceptance of Social Robots: A Social Response Perspective

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    Implications of the uncanny valley of avatars and virtual characters for human-computer interaction

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    Technological innovations made it possible to create more and more realistic figures. Such figures are often created according to human appearance and behavior allowing interaction with artificial systems in a natural and familiar way. In 1970, the Japanese roboticist Masahiro Mori observed, however, that robots and prostheses with a very - but not perfect - human-like appearance can elicit eerie, uncomfortable, and even repulsive feelings. While real people or stylized figures do not seem to evoke such negative feelings, human depictions with only minor imperfections fall into the "uncanny valley," as Mori put it. Today, further innovations in computer graphics led virtual characters into the uncanny valley. Thus, they have been subject of a number of disciplines. For research, virtual characters created by computer graphics are particularly interesting as they are easy to manipulate and, thus, can significantly contribute to a better understanding of the uncanny valley and human perception. For designers and developers of virtual characters such as in animated movies or games, it is important to understand how the appearance and human-likeness or virtual realism influence the experience and interaction of the user and how they can create believable and acceptable avatars and virtual characters despite the uncanny valley. This work investigates these aspects and is the next step in the exploration of the uncanny valley. This dissertation presents the results of nine studies examining the effects of the uncanny valley on human perception, how it affects interaction with computing systems, which cognitive processes are involved, and which causes may be responsible for the phenomenon. Furthermore, we examine not only methods for avoiding uncanny or unpleasant effects but also the preferred characteristics of virtual faces. We bring the uncanny valley into context with related phenomena causing similar effects. By exploring the eeriness of virtual animals, we found evidence that the uncanny valley is not only related to the dimension of human-likeness, which significantly change our view on the phenomenon. Furthermore, using advanced hand tracking and virtual reality technologies, we discovered that avatar realism is connected to other factors, which are related to the uncanny valley and depend on avatar realism. Affinity with the virtual ego and the feeling of presence in the virtual world were also affected by gender and deviating body structures such as a reduced number of fingers. Considering the performance while typing on keyboards in virtual reality, we also found that the perception of the own avatar depends on the user's individual task proficiencies. This thesis concludes with implications that not only extends existing knowledge about virtual characters, avatars and the uncanny valley but also provide new design guidelines for human-computer interaction and virtual reality
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