The uncanny valley is the
idea that as a robot's appearance becomes more and more humanlike, we
don't always respond to it more positively. Rather, there's a point on
the scale between robot and human where we are repulsed. If it's
mechanical but not entirely human, a robot seems disturbing.
Why would that be? It
would make sense that as human likeness increases in a robot, so would
our comfort with it. But on a graph showing that relationship, there's a
"valley" where this familiarity dips down into creepiness, and then
comes back up again with more human characteristics.
You may have experienced
feeling this while watching animated movies that incorporate humanlike
forms. It's also the reason that you might get freaked out by clowns or
by photos of people with extreme plastic surgeries who don't look quite
real anymore. Our brains come to an impasse when we see something that
resembles a member of our species but just doesn't make the cut.
Some animators sidestep
the issue: in the movie "WALL-E," for example, the main character has
eyes but is not very humanlike otherwise; he is clearly a robot. His
friend, EVE, looks like a white shape with eyes. Both express emotions
clearly but don't try to mimic the human shape or form. And HAL 9000
from "2001: A Space Odyssey" is just a red camera eye, but it too
conveys feelings.
But when you get more humanlike, things get weird. Some reviewers were put off by the characters in the film "Polar Express," for instance.
Then there are the Na'vi
in "Avatar," who have many physical human characteristics in addition to
morphed features and tails. But they are also blue, creating a sense of
"otherness" that may have made them less distasteful to viewers -- in
other words, they were sufficiently un-human.
Do these characters freak you out?
Ayse Saygin, professor at
the University of California, San Diego, is using cutting-edge brain
science to understand this strange quirk of human nature. Although the
idea of the uncanny valley has been observed, there has not been much
rigorous scientific experimental work on it, partly because it's hard to
get at the heart of the matter objectively.
"Even if we don't actually define it in words, we may be able to find signals for it in the brain," Saygin said.
Saygin and colleagues
published a study last year using functional magnetic resonance
imagining (fMRI), looking at what's happening in the brain that might
explain the uncanny valley phenomenon. They hypothesized that, at least
in part, the effect might result from a violation of the brain's
predictions. When we anticipate one thing but see another, we get an
error, and that error makes us shy away from the thing we're viewing.
The researchers showed
20 participants some video clips of three "actors" moving in the same
ways: a human, an android modeled after the human, and a stripped-down
robot (the same android without its humanlike form). Although this is a
small sample of people, it is typical for neuroimaging studies, which
are expensive and time-intensive.
Something interesting
emerged in the results: "The network that normally processes your body
movements is more active when you view an android," compared with when
you look at a stripped-down robot or a human, Saygin explains.
This could be because the brain has to combine conflicting information, she said.
"Your brain's gonna be
like, 'Hey, wait a minute, you told me this was a human, and now this
area told me that this is not moving like a human. So, I have to really
compute that,' " she said. "That's what we think the uncanny valley
might be partially caused by, and we have seen some brain activity that
looks like that."
The uncanny valley phenomenon was put forth in an article in "Energy" in 1970
by Japanese robotics expert Masahiro Mori. But before that, Ernst
Jentsch wrote about "the uncanny" in a 1906 essay, and Sigmund Freud
followed up 13 years later.
Yet the idea is largely
based on anecdotes, and researchers such as Karl MacDorman, associate
professor of human-computer interaction at Indiana University, are
working on experiments to hone in on possible explanations. MacDorman
briefly worked with Saygin in Japan.
In his view, the uncanny
valley effect has to do with a mismatch in features of a single
animation or robot, with some parts appearing much more humanlike than
others. For instance, when a very human-looking head is placed on an
obviously mechanical body, that can be creepy. So can a human face with
robotic eyes.
"When there are elements
that are both human or nonhuman, this mismatch can produce an eerie
sensation in the brain," MacDorman said. "It's when different parts of
the brain are coming to different conclusions at the same time."
There are other factors that may play in, however.
The uncanny valley
effect could have to do with uncertainty about whether a robotic
character is truly alive or dead, and even play into our deep-seated
fears of death. Alternatively, it may be part of cognitive dissonance,
which happens when a person's beliefs are not in line with their
behaviors -- for instance, a smoker who berates other smokers.
From an evolutionary
perspective, humans have developed an aversion to sickness, and a
creepy-looking almost-human might tap into our internal system that
warns us against sources of disease. In relation, we evolved to choose
mates who are healthy, and weird robots may set off the same warning
bells that told our ancestors to stay away from unfit sexual partners.
MacDorman's current
focus is on the uncanny valley with respect to empathy: that is, is the
uncanny valley phenomenon related to a person's difficulty in
identifying with particular computer-animated or robotic characters in
films? Does it relate to the impression that these characters are
somehow "soulless," and in what ways?
Saygin's ongoing studies
make use of electroencephalography, or EEG, which measures electrical
activity along the scalp. While fMRI tells where in the brain activity
occurs, EEG is better for looking at when -- that is, when in viewing
agents with different degrees of humanness do people's brain patterns
change. EEG is also much more portable and less expensive. Rather than a
big scanner, it involves a cap worn on a person's head.
Researchers may be able
to understand the EEG patterns associated with the uncanny valley
effect, and people's comfort with various robotic forms. Eventually,
this information could be used to help robot developers or animators who
don't want their creations to scare people.
"Instead of asking
somebody, 'Do you like this robot?' we could get that information a lot
more directly, and faster perhaps, if we can develop these
technologies," she said.
Have you ever experienced the uncanny valley effect? Share your thoughts in the comments.
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