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Uncanny Valley - Valley of familiarity

Uncanny Valley - Valley of familiarity: Encyclopedia II - Uncanny Valley - Valley of familiarity

There are mathematical functions of the form y = f(x) for which the value of y increases (or decreases) continuously with the value of x. For example, as the effort x increases, income y increases, or as a car's accelerator is pressed, the car moves faster. This kind of relationship is ubiquitous and easily understood. In fact, it covers most phenomena, so we might think that this function can represent all relations. That is why people are usually up ...

See also:

Uncanny Valley, Uncanny Valley - Valley of familiarity, Uncanny Valley - Effects of movement, Uncanny Valley - Escape by design, Uncanny Valley - The significance of the uncanny, Uncanny Valley - The Uncanny Valley in film, Uncanny Valley - Uncanny Valley as an analogy outside AI

Uncanny Valley, Uncanny Valley - Effects of movement, Uncanny Valley - Escape by design, Uncanny Valley - The Uncanny Valley in film, Uncanny Valley - The significance of the uncanny, Uncanny Valley - Uncanny Valley as an analogy outside AI, Uncanny Valley - Valley of familiarity

Uncanny Valley: Encyclopedia II - Uncanny Valley - Valley of familiarity



Uncanny Valley - Valley of familiarity

There are mathematical functions of the form y = f(x) for which the value of y increases (or decreases) continuously with the value of x. For example, as the effort x increases, income y increases, or as a car's accelerator is pressed, the car moves faster. This kind of relationship is ubiquitous and easily understood. In fact, it covers most phenomena, so we might think that this function can represent all relations. That is why people are usually upset when faced with some phenomenon it cannot represent.

Climbing a mountain is an example of a function that does not increase continuously: a person's altitude y does not always increase as the distance from the summit decreases owing to the intervening hills and valleys. I have noticed that, as robots appear more humanlike, our sense of their familiarity increases until we come to a valley. I call this relation the "uncanny valley."

Recently there are many industrial robots, and as we know the robots do not have a face or legs, and just rotate or extend or contract their arms, and they bear no resemblance to human beings. Certainly the policy for designing these kinds of robots is based on functionality. From this standpoint, the robots must perform functions similar to those of human factory workers, but their appearance is not evaluated. If we plot these industrial robots on a graph of familiarity versus appearance, they lie near the origin (see figure below). So they bear little resemblance to a human being, and in general people do not find them to be familiar. But if the designer of a toy robot puts importance on a robot's appearance rather than its function, the robot will have a somewhat humanlike appearance with a face, two arms, two legs, and a torso. This design lets children enjoy a sense of familiarity with the humanoid toy. So the toy robot is approaching the top of the first peak.

Of course, human beings themselves lie at the final goal of robotics, which is why we make an effort to build humanlike robots. For example, a robot's arms may be composed of a metal cylinder with many bolts, but to achieve a more humanlike appearance, we paint over the metal in skin tones. These cosmetic efforts cause a resultant increase in our sense of the robot's familiarity. Some readers may have felt sympathy for handicapped people they have seen who attach a prosthetic arm or leg to replace a missing limb. But recently prosthetic hands have improved greatly, and we cannot distinguish them from real hands at a glance. Some prosthetic hands attempt to simulate veins, muscles, tendons, finger nails, and finger prints, and their color resembles human pigmentation. So maybe the prosthetic arm has achieved a degree of human verisimilitude on par with false teeth. But this kind of prosthetic hand is too real and when we notice it is prosthetic, we have a sense of strangeness. So if we shake the hand, we are surprised by the lack of soft tissue and cold temperature. In this case, there is no longer a sense of familiarity. It is uncanny. In mathematical terms, strangeness can be represented by negative familiarity, so the prosthetic hand is at the bottom of the valley. So in this case, the appearance is quite human like, but the familiarity is negative. This is the uncanny valley.

On close observation, a bunraku puppet is not very similar to human beings. Its realism in terms of size, skin, and so on, does not approach that of a prosthetic hand. But when we enjoy a puppet show in the theater, we are seated far from the puppets. Their absolute size is ignored, and their total appearance including eye and hand movements is close to that of human beings. So although the puppets' body is not humanlike, we can feel that they are humanlike owing to their movement. And from this evidence I think their familiarity is very high.




Adapted from the Wikipedia article "Valley of familiarity", under the G.N U Free Docmentation License. Please also see http://en.wikipedia.org/wiki

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