Uncanny valley
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aesthetics Aesthetics, or esthetics, is a branch of philosophy that deals with the nature of beauty and taste, as well as the philosophy of art (its own area of philosophy that comes out of aesthetics). It examines aesthetic values, often expressed t ...
, the uncanny valley ( ja, 不気味の谷 ''bukimi no tani'') is a hypothesized relation between an object's degree of resemblance to a human being and the emotional response to the object. The concept suggests that
humanoid A humanoid (; from English ''human'' and '' -oid'' "resembling") is a non-human entity with human form or characteristics. The earliest recorded use of the term, in 1870, referred to indigenous peoples in areas colonized by Europeans. By the 20 ...
objects that imperfectly resemble actual human beings provoke
uncanny The uncanny is the psychological experience of something as not simply mysterious, but creepy, often in a strangely familiar way. It may describe incidents where a familiar thing or event is encountered in an unsettling, eerie, or taboo context. ...
or strangely familiar feelings of uneasiness and revulsion in observers. "Valley" denotes a dip in the human observer's affinity for the replica, a relation that otherwise increases with the replica's human likeness. Examples can be found in
robotics Robotics is an interdisciplinary branch of computer science and engineering. Robotics involves design, construction, operation, and use of robots. The goal of robotics is to design machines that can help and assist humans. Robotics integrat ...
, 3D computer animations and lifelike
doll A doll is a model typically of a human or humanoid character, often used as a toy for children. Dolls have also been used in traditional religious rituals throughout the world. Traditional dolls made of materials such as clay and wood are foun ...
s. With the increasing prevalence of
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...
,
augmented reality Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be de ...
, and photorealistic computer animation, the "valley" has been cited in reaction to the
verisimilitude In philosophy, verisimilitude (or truthlikeness) is the notion that some propositions are closer to being true than other propositions. The problem of verisimilitude is the problem of articulating what it takes for one false theory to be clo ...
of the creation as it approaches indistinguishability from reality. The uncanny valley hypothesis predicts that an entity appearing almost human will risk eliciting cold, eerie feelings in viewers.


Etymology

Robotics professor Masahiro Mori first identified the concept in 1970, phrasing it as . The term was translated as ''uncanny valley'' in the 1978 book ''Robots: Fact, Fiction, and Prediction'' written by Jasia Reichardt. Over time, this translation created an unintended link of the concept to
Ernst Jentsch Ernst Anton Jentsch (1867-1919) was a German psychiatrist. He authored works on psychology and pathology and is best known for his essay ''On the Psychology of the Uncanny'' (1906). However, he also authored texts on mood and the psychology of ...
's psychoanalytic concept of the
uncanny The uncanny is the psychological experience of something as not simply mysterious, but creepy, often in a strangely familiar way. It may describe incidents where a familiar thing or event is encountered in an unsettling, eerie, or taboo context. ...
established in his 1906 essay "On the Psychology of the Uncanny", which was then famously critiqued and extended in
Sigmund Freud Sigmund Freud ( , ; born Sigismund Schlomo Freud; 6 May 1856 – 23 September 1939) was an Austrian neurologist and the founder of psychoanalysis, a clinical method for evaluating and treating pathologies explained as originating in conflicts i ...
's 1919 essay "The Uncanny" ("Das Unheimliche").


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 Empathy is the capacity to understand or feel what another person is experiencing from within their frame of reference, that is, the capacity to place oneself in another's position. Definitions of empathy encompass a broad range of social, cog ...
, until it reaches a point beyond which the response quickly becomes strong revulsion. However, as the robot's appearance continues to become less distinguishable from a human being, the emotional response becomes positive once again and approaches human-to-human empathy levels. This area of repulsive response aroused by a robot with appearance and motion between a "somewhat human" and "fully human" entity is the uncanny valley. The name captures 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 underlying the phenomenon: * ''Mate selection:'' Automatic, stimulus-driven appraisals of uncanny stimuli elicit aversion by activating an evolved
cognitive Cognition refers to "the mental action or process of acquiring knowledge and understanding through thought, experience, and the senses". It encompasses all aspects of intellectual functions and processes such as: perception, attention, thought ...
mechanism for the avoidance of selecting mates with low
fertility Fertility is the capability to produce offspring through reproduction following the onset of sexual maturity. The fertility rate is the average number of children born by a female during her lifetime and is quantified demographically. Ferti ...
, poor hormonal health, or ineffective
immune system The immune system is a network of biological processes that protects an organism from diseases. It detects and responds to a wide variety of pathogens, from viruses to parasitic worms, as well as cancer cells and objects such as wood splinte ...
s based on visible features of the face and body that are predictive of those traits.Rhodes, G. & Zebrowitz, L. A. (eds) (2002). Facial Attractiveness: Evolutionary, Cognitive, and Social Perspectives, Ablex Publishing. * ''
Mortality salience Mortality salience is the awareness by individuals that their death is inevitable. The term derives from terror management theory, which proposes that mortality salience causes existential anxiety that may be buffered by an individual's cultural ...
:'' 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: (1) A mechanism with a human façade and a mechanical interior plays on our subconscious fear that we are all just soulless machines. (2) 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. (3) Since most androids are copies of actual people, they are
doppelgänger A doppelgänger (), a compound noun formed by combining the two nouns (double) and (walker or goer) (), doppelgaenger or doppelganger is a biologically unrelated look-alike, or a double, of a living person. In fiction and mythology, a doppelg ...
s and may elicit a fear of being replaced, on the job, in a relationship, and so on. (4) The jerkiness of an android's movements could be unsettling because it elicits a fear of losing bodily control. * ''
Pathogen In biology, a pathogen ( el, πάθος, "suffering", "passion" and , "producer of") in the oldest and broadest sense, is any organism or agent that can produce disease. A pathogen may also be referred to as an infectious agent, or simply a g ...
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 (1) defects indicate disease, (2) more human-looking organisms are more closely related to human beings genetically, and (3) the probability of contracting disease-causing
bacteria Bacteria (; singular: bacterium) are ubiquitous, mostly free-living organisms often consisting of one biological cell. They constitute a large domain of prokaryotic microorganisms. Typically a few micrometres in length, bacteria were am ...
,
viruses A virus is a submicroscopic infectious agent that replicates only inside the living cells of an organism. Viruses infect all life forms, from animals and plants to microorganisms, including bacteria and archaea. Since Dmitri Ivanovsky's ...
, and other
parasite Parasitism is a close relationship between species, where one organism, the parasite, lives on or inside another organism, the host, causing it some harm, and is adapted structurally to this way of life. The entomologist E. O. Wilson h ...
s 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 paradox The sorites paradox (; sometimes known as the paradox of the heap) is a paradox that results from vague predicates. A typical formulation involves a heap of sand, from which grains are removed individually. With the assumption that removing a sin ...
es:'' 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 stuck inside the uncanny valley is no longer judged by the standards of a robot doing a passable job at pretending to be human, but is instead judged by the standards of a human doing a terrible job at acting like a normal person. This has been linked to perceptual uncertainty and the theory of predictive coding. * ''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 Irvin is both a given name and a surname. Notable people with the name include: Given name *Irvin J. Borowsky (1924-2014), American publisher *Irvin Cobb (1876–1944), American author * Irvin Dorfman (1924–2006), American tennis player *Irvin D ...
. Yalom explains that humans construct psychological defenses in order 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 A golem ( ; he, , gōlem) is an animated, anthropomorphic being in Jewish folklore, which is entirely created from inanimate matter (usually clay or mud). The most famous golem narrative involves Judah Loew ben Bezalel, the late 16th-century ...
in Judaism, whose absence of human empathy and spirit can lead to disaster, however good the intentions of its creator. * ''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 Category, plural categories, may refer to: Philosophy and general uses *Categorization, categories in cognitive science, information science and generally * Category of being * ''Categories'' (Aristotle) * Category (Kant) * Categories (Peirce) ...
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 (i.e., "eeriness"), much like the discomfort that is experienced with
cognitive dissonance In the field of psychology, cognitive dissonance is the perception of contradictory information, and the mental toll of it. Relevant items of information include a person's actions, feelings, ideas, beliefs, values, and things in the environmen ...
. 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 (e.g., a series of stimuli morphing between a cartoon dog and a real dog). 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 organism A genetically modified organism (GMO) is any organism whose genetic material has been altered using genetic engineering techniques. The exact definition of a genetically modified organism and what constitutes genetic engineering varies, wit ...
s ("Frankenfoods"). 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. * ''Uncanny valley of the mind or AI:'' Due to rapid advancements in the areas of
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech ...
and
affective computing Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While so ...
, 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. *''Dehumanization hypothesis:'' Human replicas (e.g., androids and avatars) are perceived to lack humanness, "such as the capacity for emotions and warmth, and lead to dehumanization, thereby diminishing its likability and eliciting the uncanny feeling."


Research

A series of studies experimentally investigated whether uncanny valley effects exist for static images of robot faces. Mathur MB & Reichling DB used two complementary sets of stimuli spanning the range from very mechanical to very human-like: first, a sample of 80 objectively chosen robot face images from Internet searches, and second, a morphometrically and graphically controlled 6-face series set of faces. They asked subjects to explicitly rate the likability of each face. To measure trust toward each face, subjects completed a one-shot investment game to indirectly measure how much money they were willing to "wager" on a robot's trustworthiness. Both stimulus sets showed a robust uncanny valley effect on explicitly-rated likability and a more context-dependent uncanny valley on implicitly-rated trust. Their exploratory analysis of one proposed mechanism for the uncanny valley, perceptual confusion at a category boundary, found that category confusion occurs in the uncanny valley but does not mediate the effect on social and emotional responses. 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. , researchers at
University of California, San Diego The University of California, San Diego (UC San Diego or colloquially, UCSD) is a public land-grant research university in San Diego, California. Established in 1960 near the pre-existing Scripps Institution of Oceanography, UC San Diego is ...
and
California Institute for Telecommunications and Information Technology The California Institute for Telecommunications and Information Technology (Calit2, previously Cal(IT)2), also referred to as the Qualcomm Institute (QI) at its San Diego branch, is a $400 million academic research institution jointly run by the U ...
were measuring human brain activations related to the uncanny valley. In one study using
fMRI Functional magnetic resonance imaging or functional MRI (fMRI) measures brain activity by detecting changes associated with blood flow. This technique relies on the fact that cerebral blood flow and neuronal activation are coupled. When an area ...
, a group of
cognitive scientists Cognition refers to "the mental action or process of acquiring knowledge and understanding through thought, experience, and the senses". It encompasses all aspects of intellectual functions and processes such as: perception, attention, thought, ...
and
roboticists Robotics is an interdisciplinarity, interdisciplinary branch of computer science and engineering. Robotics involves design, construction, operation, and use of robots. The goal of robotics is to design machines that can help and assist human ...
found the biggest differences in brain responses for uncanny robots in
parietal cortex The parietal lobe is one of the four major lobes of the cerebral cortex in the brain of mammals. The parietal lobe is positioned above the temporal lobe and behind the frontal lobe and central sulcus. The parietal lobe integrates sensory inform ...
, on both sides of the brain, specifically in the areas that connect the part of the brain's
visual cortex The visual cortex of the brain is the area of the cerebral cortex that processes visual information. It is located in the occipital lobe. Sensory input originating from the eyes travels through the lateral geniculate nucleus in the thalamus ...
that processes bodily movements with the section of the
motor cortex The motor cortex is the region of the cerebral cortex believed to be involved in the planning, control, and execution of voluntary movements. The motor cortex is an area of the frontal lobe located in the posterior precentral gyrus immediately ...
thought to contain
mirror neuron A mirror neuron is a neuron that fires both when an animal acts and when the animal observes the same action performed by another. Thus, the neuron "mirrors" the behavior of the other, as though the observer were itself acting. Such neurons ha ...
s. 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 A facial expression is one or more motions or positions of the muscles beneath the skin of the face. According to one set of controversial theories, these movements convey the emotional state of an individual to observers. Facial expressions are ...
and speech and the uncanny valley in realistic, human-like characters intended for
video games Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedbac ...
and film is being investigated by Tinwell et al., 2011. Consideration is also given by Tinwell et al. (2010) as to how the uncanny may be exaggerated for antipathetic characters in survival horror games. 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 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 The CRC Press, LLC is an American publishing group that specializes in producing technical books. Many of their books relate to engineering, science and mathematics. Their scope also includes books on business, forensics and information techn ...
.


Design principles

A number of design principles have been proposed for avoiding the uncanny valley: * Design elements should match in human realism. A robot may look uncanny when human and nonhuman elements are mixed. For example, both a robot with a synthetic voice or a human being with a human voice have been found to be less eerie than a robot with a human voice or a human being with a synthetic voice.Mitchell et al., 2011. For a robot to give a more positive impression, its degree of human realism in appearance should also match its degree of human realism in behavior.Goetz, Kiesler, & Powers, 2003. If an animated character looks more human than its movement, this gives a negative impression. Human neuroimaging studies also indicate matching appearance and motion kinematics are important.Saygin et al., 2010.Saygin et al., 2011. * Reducing conflict and uncertainty by matching appearance, behavior, and ability. In terms of performance, if a robot looks too appliance-like, people expect little from it; if it looks too human, people expect too much from it. A highly human-like appearance leads to an expectation that certain behaviors are present, such as humanlike motion dynamics. This likely operates at a sub-conscious level and may have a biological basis. Neuroscientists have noted "when the brain's expectations are not met, the brain...generates a 'prediction error'. As human-like artificial agents become more commonplace, perhaps our perceptual systems will be re-tuned to accommodate these new social partners. Or perhaps, we will decide 'it is not a good idea to make obotsso clearly in our image after all'." * Human facial proportions and photorealistic texture should only be used together. A photorealistic human texture demands human facial proportions, or the computer generated character can fall into the uncanny valley. Abnormal facial proportions, including those typically used by artists to enhance attractiveness (e.g., larger eyes), can look eerie with a photorealistic human texture.


Criticism

A number of criticisms have been raised concerning whether the uncanny valley exists as a unified phenomenon amenable to scientific scrutiny: * The uncanny valley is a
heterogeneous Homogeneity and heterogeneity are concepts often used in the sciences and statistics relating to the uniformity of a substance or organism. A material or image that is homogeneous is uniform in composition or character (i.e. color, shape, siz ...
group of phenomena. Phenomena labeled as being in the uncanny valley can be diverse, involve different sense modalities, and have multiple, possibly overlapping causes. People's cultural backgrounds may have a considerable influence on how androids are perceived with respect to the uncanny valley. * The uncanny valley may be generational. Younger generations, more used to CGI, robots, and such, may be less likely to be affected by this hypothesized issue. * The uncanny valley is simply a specific case of
information processing Information processing is the change (processing) of information in any manner detectable by an observer. As such, it is a process that ''describes'' everything that happens (changes) in the universe, from the falling of a rock (a change in posi ...
such as categorization and frequency-based effects. In contrast to the assumption that the uncanny valley is based on a heterogeneous group of phenomena, recent arguments have suggested that uncanny valley-like phenomena simply reflect the products of information processing such as categorization. Cheetham et al. have argued that the uncanny valley can be understood in terms of categorization processes, with a category boundary defining 'the valley'. Extending this argument, Burleigh and Schoenherr suggested that the effects associated with the uncanny valley can be divided into those attributable to the category boundary and individual exemplar frequency. Namely, the negative affective responses attributed to the uncanny valley were simply a result of the frequency of exposure, similar to the mere-exposure effect. By varying the frequency of training items, they were able to demonstrate a dissociation between cognitive uncertainty based on the category boundary and affective uncertainty based on the frequency of training exemplars. In a follow-up study, Schoenherr and Burleigh demonstrated that an instructional manipulation affected categorization accuracy but not ratings of negative affect. Thus, generational effects and cultural artifacts can be accounted for with basic information processing mechanisms. These and related findings have been used to argue that the uncanny valley is merely an artifact of having greater familiarity with members of human categories and does not reflect a unique phenomenon. * The uncanny valley appears at any degree of human likeness. Hanson has also pointed out that uncanny entities may appear anywhere in a spectrum ranging from the abstract (e.g.,  MIT's robot Lazlo) to the perfectly human (e.g., cosmetically atypical people). Capgras delusion is a relatively rare condition in which the sufferer believes that people (or, in some cases, things) have been replaced with duplicates. These duplicates are rationally accepted as identical in physical properties, but the irrational belief is held that the "true" entity has been replaced with something else. Some sufferers of Capgras delusion claim that the duplicate is a robot. Ellis and Lewis argue that the delusion arises from an intact system for overt recognition coupled with a damaged system for covert recognition, which leads to conflict over an individual being identifiable but not familiar in any emotional sense. This supports the view that the uncanny valley could arise due to issues of categorical perception that are particular to the way the brain processes information. * Good design can lift human-looking entities out of the uncanny valley. David Hanson has criticized Mori's hypothesis that entities approaching human appearance will necessarily be evaluated negatively. He has shown that the uncanny valley could be flattened out by adding
neotenous Neoteny (), also called juvenilization,Montagu, A. (1989). Growing Young. Bergin & Garvey: CT. is the delaying or slowing of the physiological, or somatic, development of an organism, typically an animal. Neoteny is found in modern humans compare ...
, cartoonish features to the entities that had formerly fallen into the valley. This approach incorporates the idea that humans find characteristics appealing when they are reminiscent of the young of our own (as well as many other) species, as used in cartoons.


Similar effects

If the uncanny valley is the result of general cognitive processes, there should be evidence in evolutionary history and cultural artifacts. An effect similar to the uncanny valley was noted by
Charles Darwin Charles Robert Darwin ( ; 12 February 1809 – 19 April 1882) was an English naturalist, geologist, and biologist, widely known for his contributions to evolutionary biology. His proposition that all species of life have descended ...
in 1839: A similar "uncanny valley" effect could, according to the ethical-futurist writer Jamais Cascio, show up when humans begin modifying themselves with
transhuman Transhuman, or trans-human, is the concept of an intermediary form between human and posthuman. In other words, a transhuman is a being that resembles a human in most respects but who has powers and abilities beyond those of standard humans. Th ...
enhancements (cf.
body modification Body modification (or body alteration) is the deliberate altering of the human anatomy or human physical appearance. In its broadest definition it includes skin tattooing, socially acceptable decoration (''e.g.'', common ear piercing in many so ...
), which aim to improve the abilities of the human body beyond what would normally be possible, be it
eyesight Visual perception is the ability to interpret the surrounding environment through photopic vision (daytime vision), color vision, scotopic vision (night vision), and mesopic vision (twilight vision), using light in the visible spectrum reflect ...
,
muscle Skeletal muscles (commonly referred to as muscles) are organs of the vertebrate muscular system and typically are attached by tendons to bones of a skeleton. The muscle cells of skeletal muscles are much longer than in the other types of mus ...
strength, or
cognition Cognition refers to "the mental action or process of acquiring knowledge and understanding through thought, experience, and the senses". It encompasses all aspects of intellectual functions and processes such as: perception, attention, though ...
.Jamais Cascio
The Second Uncanny Valley
/ref> 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 Transhuman, or trans-human, is the concept of an intermediary form between human and posthuman. In other words, a transhuman is a being that resembles a human in most respects but who has powers and abilities beyond those of standard humans. Th ...
" 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 Posthuman or post-human is a concept originating in the fields of science fiction, futurology, contemporary art, and philosophy that means a person or entity that exists in a state beyond being human. The concept aims at addressing a variety of ...
"), and it is here that acceptance would rise once again out of the uncanny valley. Another example comes from "pageant retouching" photos, especially of children, which some find disturbingly doll-like.


In visual effects

A number of films that use
computer-generated imagery Computer-generated imagery (CGI) is the use of computer graphics to create or contribute to images in art, printed media, video games, simulators, and visual effects in films, television programs, shorts, commercials, and videos. The image ...
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 the following: * According to roboticist Dario Floreano, the baby character Billy in
Pixar Pixar Animation Studios (commonly known as Pixar () and stylized as P I X A R) is an American computer animation studio known for its critically and commercially successful computer animated feature films. It is based in Emeryville, Californ ...
's groundbreaking 1988 animated short film ''
Tin Toy ''Tin Toy'' is a 1988 American computer-animated short film produced by Pixar and directed by John Lasseter. The short film, which runs five minutes, stars Tinny, a tin one-man band toy, attempting to escape from Billy, an infant. The third ...
'' provoked negative audience reactions, which first led the film industry to take the concept of the uncanny valley seriously. * The 2001 film '' Final Fantasy: The Spirits Within'', the first photorealistic computer-animated feature film, provoked negative reactions from some viewers due to its near-realistic yet imperfect visual depictions of human characters. ''
The Guardian ''The Guardian'' is a British daily newspaper. It was founded in 1821 as ''The Manchester Guardian'', and changed its name in 1959. Along with its sister papers '' The Observer'' and '' The Guardian Weekly'', ''The Guardian'' is part of the ...
'' critic
Peter Bradshaw Peter Bradshaw (born 19 June 1962) is a British writer and film critic. He has been chief film critic at ''The Guardian'' since 1999, and is a contributing editor at ''Esquire''. Early life and education Bradshaw was educated at Haberdasher ...
stated that while the film's animation is brilliant, the "solemnly realist human faces look shriekingly phoney precisely because they're almost there but not quite". ''
Rolling Stone ''Rolling Stone'' is an American monthly magazine that focuses on music, politics, and popular culture. It was founded in San Francisco, California, in 1967 by Jann Wenner, and the music critic Ralph J. Gleason. It was first known for its ...
'' critic
Peter Travers Peter Joseph Travers (born ) is an American film critic, journalist, and television presenter. He reviews films for ABC News and previously served as a movie critic for ''People'' and ''Rolling Stone''. Travers also hosts the film interview prog ...
wrote of the film, "At first it's fun to watch the characters, But then you notice a coldness in the eyes, a mechanical quality in the movements". * Several reviewers of the 2004 animated film '' The Polar Express'' called its animation eerie. CNN.com reviewer Paul Clinton wrote, "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". The term "eerie" was used by reviewers
Kurt Loder Kurtis Loder (born May 5, 1945) is an American entertainment critic, author, columnist, and television personality. He served in the 1980s as editor at ''Rolling Stone'', during a tenure that ''Reason'' later called "legendary". He has contribute ...
and
Manohla Dargis Manohla June Dargis () is an American film critic. She is one of the chief film critics for ''The New York Times''. She is a five-time finalist for the Pulitzer Prize for Criticism. Career Before being a film critic for ''The New York Times'', ...
, among others. ''
Newsday ''Newsday'' is an American daily newspaper that primarily serves Nassau and Suffolk counties on Long Island, although it is also sold throughout the New York metropolitan area. The slogan of the newspaper is "Newsday, Your Eye on LI", and fo ...
'' reviewer John Anderson called the film's characters "creepy" and "dead-eyed", and wrote that "The Polar Express is a zombie train". Animation director Ward Jenkins wrote an online analysis describing how changes to the ''Polar Express'' characters' appearance, especially to their eyes and eyebrows, could have avoided what he considered a feeling of deadness in their faces. * In a review of the 2007 animated film ''
Beowulf ''Beowulf'' (; ang, Bēowulf ) is an Old English epic poem in the tradition of Germanic heroic legend consisting of 3,182 alliterative lines. It is one of the most important and most often translated works of Old English literature. ...
'', ''
New York Times ''The New York Times'' (''the Times'', ''NYT'', or the Gray Lady) is a daily newspaper based in New York City with a worldwide readership reported in 2020 to comprise a declining 840,000 paid print subscribers, and a growing 6 million paid ...
'' technology writer David Gallagher wrote that the film failed the uncanny valley test, stating that the film's villain, the monster
Grendel Grendel is a character in the Anglo-Saxon epic poem '' Beowulf'' (700–1000). He is one of the poem's three antagonists (along with his mother and the dragon), all aligned in opposition against the protagonist Beowulf. Grendel is feared by ...
, was "only slightly scarier" than the "closeups of our hero
Beowulf ''Beowulf'' (; ang, Bēowulf ) is an Old English epic poem in the tradition of Germanic heroic legend consisting of 3,182 alliterative lines. It is one of the most important and most often translated works of Old English literature. ...
's face... allowing viewers to admire every hair in his 3-D digital stubble".Digital Actors in ‘Beowulf’ Are Just Uncanny
- ''New York Times'', November 14, 2007
* Some reviewers of the 2009 animated film ''
A Christmas Carol ''A Christmas Carol. In Prose. Being a Ghost Story of Christmas'', commonly known as ''A Christmas Carol'', is a novella by Charles Dickens, first published in London by Chapman & Hall in 1843 and illustrated by John Leech. ''A Christmas ...
'' criticized its animation as creepy. Joe Neumaier of the ''
New York Daily News The New York ''Daily News'', officially titled the ''Daily News'', is an American newspaper based in Jersey City, NJ. It was founded in 1919 by Joseph Medill Patterson as the ''Illustrated Daily News''. It was the first U.S. daily printed in ...
'' said of the film, "The motion-capture does no favors to co-stars
ary ARY may stand for: * Abdul Razzak Yaqoob, a Pakistani expatriate businessman * Andre Romelle Young, real name of Dr. Dre * Ary and the Secret of Seasons, an action adventure video game * ARY Digital, a Pakistani television network * ARY Digital Net ...
Oldman, Colin Firth and Robin Wright Penn, since, as in 'Polar Express,' the animated eyes never seem to focus. And for all the photorealism, when characters get wiggly-limbed and bouncy as in standard Disney cartoons, it's off-putting".
Mary Elizabeth Williams Mary Elizabeth Williams is an American writer and commentator. She is a staff writer for the online magazine ''Salon''. She has also written for ''The New York Times'', ''The Nation'', and other publications. As a commentator, she has made appeara ...
of Salon.com wrote of the film, "In the center of the action is Jim Carrey -- or at least a dead-eyed, doll-like version of Carrey". * The 2011 animated film '' Mars Needs Moms'' was widely criticized for being creepy and unnatural because of its style of animation. The film was among the biggest box office bombs in history, which may have been due in part to audience revulsion. (''Mars Needs Moms'' was produced by
Robert Zemeckis Robert Lee Zemeckis (born May 14, 1952) is an American filmmaker. He first came to public attention as the director of the action-adventure romantic comedy '' Romancing the Stone'' (1984), the science-fiction comedy '' Back to the Future'' film ...
's production company, ImageMovers, which had previously produced ''The Polar Express'', ''Beowulf'', and ''A Christmas Carol''.) * Reviewers had mixed opinions regarding whether the 2011 animated film '' The Adventures of Tintin: The Secret of the Unicorn'' was affected by the uncanny valley. Daniel D. Snyder of ''
The Atlantic ''The Atlantic'' is an American magazine and multi-platform publisher. It features articles in the fields of politics, foreign affairs, business and the economy, culture and the arts, technology, and science. It was founded in 1857 in Boston, ...
'' wrote, "Instead of trying to bring to life Herge’s beautiful artwork, Spielberg and co. have opted to bring the movie into the 3D era using trendy motion-capture technique to recreate Tintin and his friends. Tintin’s original face, while barebones, never suffered for a lack of expression. It’s now outfitted with an alien and unfamiliar visage, his plastic skin dotted with pores and subtle wrinkles." He added, "In bringing them to life, Spielberg has made the characters dead.". N.B. of ''
The Economist ''The Economist'' is a British weekly newspaper printed in demitab format and published digitally. It focuses on current affairs, international business, politics, technology, and culture. Based in London, the newspaper is owned by The Eco ...
'' called elements of the animation "grotesque", writing, "Tintin, Captain Haddock and the others exist in settings that are almost photo-realistic, and nearly all of their features are those of flesh-and-blood people. And yet they still have the sausage fingers and distended noses of comic-strip characters. It's not so much 'The Secret of the Unicorn' as ' The Invasion of the Body Snatchers'". However, other reviewers felt that the film avoided the uncanny valley despite its animated characters' realism. Critic Dana Stevens of ''
Slate Slate is a fine-grained, foliated, homogeneous metamorphic rock derived from an original shale-type sedimentary rock composed of clay or volcanic ash through low-grade regional metamorphism. It is the finest grained foliated metamorphic rock. ...
'' wrote, "With the possible exception of the title character, the animated cast of Tintin narrowly escapes entrapment in the so-called 'uncanny valley'". ''
Wired ''Wired'' (stylized as ''WIRED'') is a monthly American magazine, published in print and online editions, that focuses on how emerging technologies affect culture, the economy, and politics. Owned by Condé Nast, it is headquartered in San ...
'' magazine editor Kevin Kelly wrote of the film, "we have passed beyond the uncanny valley into the plains of hyperreality". * In the French film '' Animal Kingdom: Let's Go Ape'' it uses motion capture, the apes were criticized for looking creepy. As this review points out, they have "weirdly humanoid figures" and "recognisably human faces". * The 2019 film ''
The Lion King ''The Lion King'' is a 1994 American animated musical drama film produced by Walt Disney Feature Animation and released by Walt Disney Pictures. The 32nd Disney animated feature film and the fifth produced during the Disney Renaissance ...
'', a remake of the 1994 film that featured photo-realistic digital animals in place of the earlier film's more traditional animation, divided critics about the effectiveness of its imagery. Ann Hornaday of ''
The Washington Post ''The Washington Post'' (also known as the ''Post'' and, informally, ''WaPo'') is an American daily newspaper published in Washington, D.C. It is the most widely circulated newspaper within the Washington metropolitan area and has a large n ...
'' wrote that the images were so realistic that "2019 might best be remembered as the summer we left the Uncanny Valley for good". However, other critics felt that the realism of the animals and setting rendered the scenes where the characters sing and dance disturbing and "weird". * The 2020 film ''
Sonic the Hedgehog is a Japanese video game series and media franchise created by Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main ''Sonic the Hedgehog'' games are platformers m ...
'' was delayed for three months in order to make the title character's appearance less human-like and more cartoonish, after an extremely negative audience reaction to the movie's first trailer. * Multiple commentators cited the CGI half-human half-cat characters in the 2019 movie ''
Cats The cat (''Felis catus'') is a domestic species of small carnivorous mammal. It is the only domesticated species in the family Felidae and is commonly referred to as the domestic cat or house cat to distinguish it from the wild members o ...
'' as an example of the uncanny valley effect, first after the release of the trailer for the film and then after the film's actual release. * In the 2022 Disney animated film '' Chip 'n Dale: Rescue Rangers'', the uncanny valley is mentioned when the animated duo visits a place where several realistic CGI characters, including a ''Cats'' cameo from the 2019 film, are inhabitants. * In the 2022
Disney+ Disney+ is an American subscription video on-demand over-the-top streaming service owned and operated by the Media and Entertainment Distribution division of The Walt Disney Company. The service primarily distributes films and television se ...
series '' She-Hulk: Attorney at Law'', the appearance of the main character,
She-Hulk She-Hulk (Jennifer "Jen" Walters) is a fictional character appearing in American comic books published by Marvel Comics. Created by writer Stan Lee and artist John Buscema, she first appeared in ''The Savage She-Hulk'' #1 ( cover-dated February ...
, who is depicted via CGI, was criticized by some reviewers as belonging in the uncanny valley, and negatively compared to the appearance of the
Hulk The Hulk is a superhero appearing in American comic books published by Marvel Comics. Created by writer Stan Lee and artist Jack Kirby, the character first appeared in the debut issue of ''The Incredible Hulk (comic book), The Incredible Hulk' ...
in the same series.


Virtual actors

An increasingly common practice is to feature virtual actors in films: CGI likenesses of real actors used because the original actor either looks too old for the part or is deceased. Sometimes a virtual actor is created with involvement from the original actor (who may contribute motion capture, audio, etc.), while at other times the actor has no involvement. Reviewers have often criticized the use of virtual actors for its uncanny valley effect, saying it adds an eerie feeling to the movie. Examples of virtual actors that have received such criticism include replicas of
Arnold Schwarzenegger Arnold Alois Schwarzenegger (born July 30, 1947) is an Austrian and American actor, film producer, businessman, retired professional bodybuilder and politician who served as the 38th governor of California between 2003 and 2011. ''Time'' ...
in ''
Terminator Salvation ''Terminator Salvation'' is a 2009 American military science fiction action film directed by McG and written by John Brancato and Michael Ferris. It is the fourth installment of the ''Terminator'' franchise and serves as a sequel to '' Termi ...
'' (2009) and ''
Terminator Genisys ''Terminator Genisys'' is a 2015 American science fiction action film directed by Alan Taylor and written by Laeta Kalogridis and Patrick Lussier. Produced by Skydance Productions and distributed by Paramount Pictures, the film is a reboot ...
'' (2015),
Jeff Bridges Jeffrey Leon Bridges (born December 4, 1949) is an American actor. He has received various accolades throughout his career spanning over seven decades, including an Academy Award and two Golden Globe Awards. Bridges comes from a prominent ac ...
in '' Tron: Legacy'' (2010),
Peter Cushing Peter Wilton Cushing (26 May 1913 – 11 August 1994) was an English actor. His acting career spanned over six decades and included appearances in more than 100 films, as well as many television, stage, and radio roles. He achieved recognition ...
and Carrie Fisher in ''
Rogue One ''Rogue One: A Star Wars Story'' (or simply ''Rogue One'') is a 2016 American epic space opera film directed by Gareth Edwards. The screenplay by Chris Weitz and Tony Gilroy is from a story by John Knoll and Gary Whitta. It was produced by L ...
'' (2016), and
Will Smith Willard Carroll Smith II (born September 25, 1968), also known by his stage name The Fresh Prince, is an American actor and rapper. He began his acting career starring as a fictionalized version of himself on the NBC sitcom '' The Fresh ...
in '' Gemini Man'' (2019). The use of virtual actors is in contrast with digital de-aging, which can involve simply removing wrinkles from actors' faces. This practice has generally not faced uncanny valley criticism. One exception is the 2019 film ''
The Irishman ''The Irishman'' (subtitled onscreen as ''I Heard You Paint Houses'') is a 2019 American epic gangster film directed and produced by Martin Scorsese and written by Steven Zaillian, based on the 2004 nonfiction book ''I Heard You Paint Hou ...
'', in which
Robert De Niro Robert Anthony De Niro Jr. ( , ; born August 17, 1943) is an American actor. Known for his collaborations with Martin Scorsese, he is considered to be one of the best actors of his generation. De Niro is the recipient of various accolades ...
,
Al Pacino Alfredo James Pacino (; ; born April 25, 1940) is an American actor. Considered one of the most influential actors of the 20th century, he has received numerous accolades: including an Academy Award, two Tony Awards, and two Primetime Emmy ...
and
Joe Pesci Joseph Frank Pesci ( , ; born February 9, 1943) is an American actor and musician. He is known for portraying tough, volatile characters in a variety of genres and for his collaborations with Robert De Niro and Martin Scorsese in the films ''Rag ...
were all de-aged to try to make them look up to 50 years younger: one reviewer wrote that the actors' "hunched and stiff" body language stood in marked contrast to their facial appearance, while another wrote that when De Niro's character was in his 30s, he looked like he was 50. Deepfake software, which first began to be widely used in 2017, uses
machine learning Machine learning (ML) is a field of inquiry devoted to understanding and building methods that 'learn', that is, methods that leverage data to improve performance on some set of tasks. It is seen as a part of artificial intelligence. Machine ...
to graft one person's facial expressions onto another's appearance, thus providing an alternate approach to both creating virtual actors and digital de-aging. Various individuals have created web videos that use deepfake software to re-create some of the notable previous uses of virtual actors and de-aging in film. Journalists have tended to praise these deepfake imitations, calling them "more naturalistic" and "objectively better" than the originals.


See also

* Android science *
Anthropocentrism Anthropocentrism (; ) is the belief that human beings are the central or most important entity in the universe. The term can be used interchangeably with humanocentrism, and some refer to the concept as human supremacy or human exceptionalism. ...
* Creepiness * Cross-race effect *
Doll A doll is a model typically of a human or humanoid character, often used as a toy for children. Dolls have also been used in traditional religious rituals throughout the world. Traditional dolls made of materials such as clay and wood are foun ...
*
Frankenstein complex In Isaac Asimov's robot novels, Frankenstein complex is a term he coined for the fear of mechanical men. History Some of Asimov's science fiction short stories and novels predict that this suspicion will become strongest and most widespread in r ...
* Minimal counterintuitiveness effect, things that are a little dissimilar to expectation are maximally memorable *
Reborn doll A reborn doll is a hand made art doll created from a blank kit or a manufactured doll that has been transformed by an artist to resemble a human infant with as much realism as possible. The process of creating a reborn doll is referred to as reb ...


References


Citations


General and cited sources

* 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. * Burleigh, T. J. & Schoenherr (2015)
A reappraisal of the uncanny valley: categorical perception or frequency-based sensitization?
''Frontiers in Psychology, 5,'' 1488. . * 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. * Chaminade, T., Hodgins, J. & Kawato, M. (2007). Anthropomorphism influences perception of computer-animated characters' actions. ''Social Cognitive and Affective Neuroscience, 2''(3), 206–216.''Journal of Vision, 16''(11):7, 1–25. * Cheetham, M., Suter, P., & Jancke, L. (2011)
The human likeness dimension of the "uncanny valley hypothesis": Behavioral and functional MRI findings
''Frontiers in Human Neuroscience, 5,'' 126. * Ferrey, A., Burleigh, T. J., & Fenske, M. (2015)
Stimulus-category competition, inhibition and affective devaluation: A novel account of the Uncanny Valley.
''Frontiers in Psychology, 6,'' 249. * 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. * Ishiguro, H. (2005)
Android science: Toward a new cross-disciplinary framework
CogSci-2005 Workshop: Toward Social Mechanisms of Android Science, 2005, pp. 1–6. * Kageki, N. (2012)
An uncanny mind
(An interview with M. Mori). ''IEEE Robotics & Automation Magazine'', 19(2), 112-108
doi:10.1109/MRA.2012.2192819
* 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, 6,'' 390. * Misselhorn, C. (2009). Empathy with inanimate objects and the uncanny valley. ''Minds and Machines'', 19(3), 345-359. * Moore, R. K. (2012)

''Scientific Reports, 2'', 864, . * Mori, M. (1970/2012)
The uncanny valley
''IEEE Robotics & Automation Magazine, 19''(2), 98–100. * Mori, M. (2005)
''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. (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. * 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 and Affective Neuroscience, 7''(4), 413–422. * Schoenherr, J. R. & Burleigh, T. J. (2014)
Uncanny sociocultural categories
''Frontiers in Psychology, 5'', 1456. * 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., & 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. * 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. * Urgen, B. A. & Saygin, A. P. (2018)
Uncanny valley as a window into predictive processing in the social brain
''Neuropsychologia, 114,'' 181–185. * 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. * Zysk, W., Filkov, R., Feldmann, S. (2013). Bridging the Uncanny Valley - From 3D humanoid Characters to Virtual Tutors. The Second International Conference on E-Learning and E-Technologies in Education, ICEEE (2013),p. 54-59. , 2013 IEEE.


External links

* Miklósi, Ádám and Korondi, Péter and Matellán, Vicente and Gácsi, Márta
"Ethorobotics: A New Approach to Human-Robot Relationship"
''Frontiers in Psychology'', 2017, 8, p. 958
Your Brain on Androids
UCSD news release about human brain and the uncanny valley. :
Views on the Uncanny Valley

Almost too human and lifelike for comfort
research journal for an uncanny valley PhD project

is communication between androids and humans * ''Wired'' article

June 2002.
The Uncanny valley
- a visual explanation of the hypothesis with the application in gaming. {{DEFAULTSORT:Uncanny Valley 1970s neologisms Android (robot) Concepts in aesthetics Concepts in metaphysics Concepts in the philosophy of mind Concepts in the philosophy of science Fear Metaphysics of mind Philosophy of artificial intelligence Philosophy of culture Philosophy of technology Visual perception