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Browsing by Subject "The Uncanny Valley"
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Item Individual differences predict sensitivity to the uncanny valley(John Benjamins Publishing, 2015-01) MacDorman, Karl F.; Entezari, Steven O.; Human-Centered Computing, School of Informatics and ComputingIt can be creepy to notice that something human-looking is not real. But can sensitivity to this phenomenon, known as the uncanny valley, be predicted from superficially unrelated traits? Based on results from at least 489 participants, this study examines the relation between nine theoretically motivated trait indices and uncanny valley sensitivity, operationalized as increased eerie ratings and decreased warmth ratings for androids presented in videos. Animal Reminder Sensitivity, Neuroticism, its Anxiety facet, and Religious Fundamentalism significantly predicted uncanny valley sensitivity. In addition, Concern over Mistakes and Personal Distress significantly predicted android eerie ratings but not warmth. The structural equation model indicated that Religious Fundamentalism operates indirectly, through robot-related attitudes, to heighten uncanny valley sensitivity, while Animal Reminder Sensitivity increases eerie ratings directly. These results suggest that the uncanny valley phenomenon may operate through both sociocultural constructions and biological adaptations for threat avoidance, such as the fear and disgust systems. Trait indices that predict uncanny valley sensitivity warrant investigation by experimental methods to explicate the processes underlying the uncanny valley phenomenon.Item La vallée de l’étrange de Mori Masahiro : Importance et impact sur l’esthétique et la conception des robots(2019) MacDorman, Karl F.; Human-Centered Computing, School of Informatics and ComputingItem Sending an Avatar to Do a Human’s Job: Compliance with Authority Persists Despite the Uncanny Valley(MIT Press, 2015) Patel, Himalaya; MacDorman, Karl F.; Human-Centered Computing, School of Informatics and ComputingJust as physical appearance affects social influence in human communication, it may also affect the processing of advice conveyed through avatars, computer-animated characters, and other human-like interfaces. Although the most persuasive computer interfaces are often the most human-like, they have been predicted to incur the greatest risk of falling into the uncanny valley, the loss of empathy attributed to characters that appear eerily human. Previous studies compared interfaces on the left side of the uncanny valley, namely, those with low human likeness. To examine interfaces with higher human realism, a between-groups factorial experiment was conducted through the internet with 426 midwestern U.S. undergraduates. This experiment presented a hypothetical ethical dilemma followed by the advice of an authority figure. The authority was manipulated in three ways: depiction (digitally recorded or computer animated), motion quality (smooth or jerky), and advice (disclose or refrain from disclosing sensitive information). Of these, only the advice changed opinion about the ethical dilemma, even though the animated depiction was significantly eerier than the human depiction. These results indicate that compliance with an authority persists even when using an uncannily realistic computer-animated double.