Project 3;

Main research Question;

Why are some near-human characters scary while others are merely laughable, do we as humans relate better to animated figures that appear to be, but are not quite, human-like, than those that begin to approach the ideal?

 

What is the uncanny Valley?

In 1970 Masahiro Mori proposed the Hypothesis “The Uncanny Valley”: a relation between human perception of robots and their degree of human likeness. The problem is in the nature of how we identify with robots. The more humanlike robots become, the more people are attracted to them, but only up to a point. If an android become too realistic and lifelike, suddenly people are repelled and disgusted.

The graphs below plots ones emotional response against similarity to human appearance and movement, the curve is not a sure, steady upward trend.

 

 

When an android or game character, such as R2-D2 or Finding Nemo, barely looks human, we cut it a lot of slack. It seems cute.  We don’t care that it’s only 50 percent humanlike. But when a robot becomes 99 percent lifelike— so short of ideal that people become focused on its imperfections. We notice the slightly slack skin, the absence of a truly human glitter in the eyes. The once-cute robot now looks like an animated corpse.

 

Theoretical aspects

 

  1. Interaction Design
  2. Game Play

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Design Form / Examples of “The Uncanny”

 

Games

 

Oblivion

 

Heavy Rain

 

Movies

 

The Polar Express

 

Animatrix

 

Final Fantasy

 

Total Recall

 

 

 

 

 

 

 

 

 

 

 

 

 

Products

 

Actroid

 

Processes

 

Body modification

 

 

Reference

 

Retrieved 18th September; The Uncanny Valley;  http://en.wikipedia.org/wiki/Uncanny_Valley; September 2008

Retrieved 18th September; Glimpses; http://www.arclight.net/~pdb/nonfiction/uncanny-valley.html; Written and illustrated by Dave Bryant; 2006.

Retrieved 18th September; Applications Overcoming the Uncanny Valley; www.computer.org/portal/cms_docs_cga/cga/content/mcg2008040011.pdf; T Geller; 2006

Retrieved 18th September; Exploring the Uncanny Valley; http://www.theuncannyvalley.org/

Retrieved 18th September; WHY REALISTIC GRAPHICS MAKE HUMANS LOOK CREEPY; Clive Thompson; July 2004; http://www.slate.com/id/2102086

 

Keywords  Uncanny Valley - Human/ Robot interactions – Play – Interaction Design - Culture

 

 

 

 

 


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