uncanny valley


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uncanny valley

A hypothesized phenomenon holding that humans experience a sense of revulsion or cognitive discomfort when encountering robots, dolls, animations, or other human-like entities that exhibit human characteristics that are not precisely lifelike. The "valley" refers to the portion of the spectrum of realism in which a feeling of the "uncanny" is experienced—i.e. between depictions that are convincingly lifelike and those that are intentionally unrealistic. The concept was first described by Japanese robotics professor Masahiro Mori in 1970. None of our testers reacted positively to that doll. They all found it creepy, which might be indicative of the uncanny valley. The computer-generated faces at the end of the movie really dipped into the uncanny valley—I found them really distracting.
See also: valley
References in periodicals archive ?
People appear to have come closer to possibly coexisting with robots having strong resemblances to them, as technology is helping "humanoids" overcome "the uncanny valley," the hypothesis stating that once robots resemble humans, but not fully, they incite horror and discomfort in people.
Lacking human characteristics, smart speakers avoid the uncanny valley altogether.
The studio had already proven its motion-capture chops with its prior endeavour Enslaved: Odyssey to the West, but the bespoke mo-cap engine in Hellblade takes the in-game performances from the uncanny valley to the point where you can relate to the heroine and feel the full impact of Melina Juergens' commendable performance.
IPagliara has been DJing for over 15 years, and has released dozens of records on some of the scene's favorite labels, including Live at Robert Johnson, Love on the Rocks, Uncanny Valley, Cocktail d'Amore, Correspondant, and many more.
Pupils looked peculiar on the bot and teetered into uncanny valley territory, referring to the hypothesis that human-like characteristics on a nonhuman replica elicit feelings of revulsion and eeriness.
7) Morton elucidates this idea (and includes a diagram of the uncanny valley) in Hyperobjects: "In the uncanny valley, beings are strangely familiar and familiarly strange.
Objective: The Uncanny Valley hypothesis (UV), proposed already 45 years ago, suggests that too humanlike robots or other artificial characters will elicit feelings of eeriness (Jpn.
He has written three plays with Dwayne Blackaller--A Nighttime Survival Guide, The Uncanny Valley, and Narwhal
There is nothing even suggestive of an uncanny valley with Ava.
Since the early 1970s, there's been a lot of research into a concept known as "the uncanny valley," the point at which people become uncomfortable interacting with automated systems that too closely resemble real human beings.
Drawing on her own research, she offers animators and computer game programmers advice on how to make facial expressions match the emotions of their human-like characters to make them more realistic so as to surpass the depths of the uncanny valley.
Angela Tinwell's THE UNCANNY VALLEY IN GAMES & ANIMATION (9781466586949, $99.
This second updated edition offers wide-ranging topics from developing puzzles that make players think to avoiding the uncanny valley and letting players help balance the game's structure and progression.
Ghazanfar, "Monkey Visual Behavior Falls into the Uncanny Valley," Proceedings of the National Academy of Sciences of the United States of America 106, no.
He also argues that all of this ties back to the Uncanny Valley.