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    • The uncanny valley: human-like technology evokes uneaseAs technology becomes more human-like, it can evoke unease instead of fascination, a phenomenon known as the uncanny valley

      Technology, such as robots, can evoke strong reactions from people when they come close to resembling humans but don't quite reach the mark. This phenomenon is known as the uncanny valley. Masahiro Mori, a Japanese roboticist, first described this concept in an obscure academic journal in 1970. The idea gained widespread attention when a rough translation of the article was leaked in 2005. Mori's work showed that as robots or other technology become more human-like, people's reactions can shift from fascination to unease. This concept applies not just to robots but also to other areas like computer-generated imagery and artificial intelligence. It's a reminder that as technology advances, it's important to consider the potential emotional responses it may elicit.

    • The uncanny valley: a dip in human affinity for robots when they're almost human-likeHuman connection with robots increases as they become more human-like, but drops significantly when they're 'almost but not quite' human, creating the uncanny valley.

      The uncanny valley, a concept describing the discomfort felt when a robot or artificial being resembles a human but isn't quite lifelike, was first explored by Japanese roboticist Masahiro Mori in the 1970s. Mori's theory, which includes a famous graph, suggests that human affinity for robots increases as they become more human-like, but drops significantly when they reach a point of being "almost, but not quite" human. This dip, the uncanny valley, has puzzled researchers due to its intuitively clear yet difficult-to-prove nature. The term "uncanny valley" was popularized despite an earlier, more accurate translation of Mori's term, "Bukimi," meaning eerie or remarkable. The uncanny valley is a well-known concept in robotics and pop culture, and while it may be hard to imagine referring to it as the "Erie Valley" now, its origins and original meaning are worth exploring.

    • The uncanny valley: where human-like beings evoke discomfortOur brains are conditioned to expect certain behaviors from living beings. When those expectations are not met, human-like beings can evoke feelings of discomfort and unease in the uncanny valley.

      There's a point in the representation of human-like beings where our affinity for them shifts from positive to negative, creating an "uncanny valley." This valley is where things that look almost, but not exactly, human evoke feelings of discomfort and unease. According to the discussion, this effect is more pronounced for moving objects, such as androids or corpses. Researchers like Mori and Jynch have explored this phenomenon, suggesting that our brains are conditioned to expect certain behaviors from living beings and are thrown off when those expectations are not met. For example, a baby doll that moves unexpectedly or a corpse that appears to move in a funeral can be quite unsettling. This valley serves as a reminder of the fine line between creating a believable and relatable human-like being and crossing into the realm of the uncanny.

    • Understanding the complexities of the uncanny valley and content discoveryThe uncanny valley's human response and human likeness are subjective and elusive, making it challenging for researchers to define and study effectively. Meanwhile, the entertainment industry faces a similar challenge with an overwhelming amount of content, necessitating effective tools for content discovery.

      The uncanny valley, a phenomenon where people feel unease or discomfort with objects or entities that are almost, but not quite, human-like, is a complex and challenging area of research. The dependent variable, or the human response to the uncanny, is subjective and difficult to define. The independent variable, or human likeness, is also elusive and not well-defined. Additionally, there is no established mathematical model for the uncanny valley's shape, making it difficult for researchers to study effectively. This lack of clear definition and methodology puts researchers at risk for the Texas sharpshooter fallacy, where they may focus on data that supports their hypothesis and ignore data that does not. Despite these challenges, researchers continue to explore the uncanny valley in the hopes of gaining a better understanding of this intriguing phenomenon. Furthermore, the entertainment industry is facing a similar issue with the overwhelming amount of content available, leading to people spending over two and a half years of their lives trying to decide what to watch. The Hollywood Reporter's THR Charts aims to help by providing a comprehensive guide to the most watched TV shows and movies each week, based on reliable data sources. Overall, the uncanny valley and the challenge of content discovery demonstrate the importance of clear definitions, rigorous research methods, and effective tools for navigating complex and subjective phenomena.

    • Universal feeling of discomfort with human-like objectsThe uncanny valley is a universal phenomenon, triggered by discrepancies in upper facial features, particularly the eyes, and influenced by factors like personality, religion, and sensitivity to animal reminders.

      The uncanny valley, the feeling of discomfort or eeriness when encountering human-like objects that aren't quite human, is a universal phenomenon, not limited to Western or American cultures. Researchers have found that it's often triggered by discrepancies in the upper facial features, particularly the eyes. The uncanny valley effect can be influenced by factors such as personality, religion, and sensitivity to animal reminders. However, the exact causes and definitions of the independent and dependent variables in uncanny valley research are still not well-defined, making the science behind it a complex and evolving field.

    • Understanding the uncanny valley effect in human-robot interactionThe uncanny valley is a concept describing discomfort felt when a machine or object mimics human appearance and behavior too closely but falls short of perfection. Research suggests that humans and animals share similar reactions to uncanny stimuli, but reactions depend on factors like design and movement.

      The uncanny valley, a concept describing the discomfort felt when a machine or object mimics human appearance and behavior too closely but falls short of perfection, is a topic of ongoing research in various fields. Some studies suggest that animals and humans share similar reactions to uncanny stimuli, such as monkeys turning away from realistic but fake monkey faces. However, not everyone agrees with these findings, as some researchers argue that the uncanny valley is not a universal phenomenon and that people's reactions to humanoid robots depend on various factors, including design and movement. For instance, a study by Edward Schneider at SUNY Pottsdam found that people's perceptions of attractiveness or repulsiveness of cartoon and video game characters followed a dip in a graph, indicating the uncanny valley effect. Masahiro Mori, who first introduced the concept in 1970, identified problems with movement and facial expressions as significant contributors to the uncanny valley. Despite ongoing debates and controversies, many researchers continue to explore this phenomenon to gain a better understanding of human-robot interaction and design more convincing humanoid robots.

    • Overcoming the uncanny valley in robot designCreating lifelike robots for human interaction requires addressing the uncanny valley, a challenge that can deter humans from accepting robots as companions or assistants. Progress is being made, but the valley of discomfort remains a hurdle. To avoid it, creators can make robots less or more human-like.

      Overcoming the uncanny valley is crucial for robot designers and creators, especially those aiming to build life-like robots intended for human interaction. This issue, also known as the valley of discomfort, is a challenge that can deter humans from accepting robots as companions or assistants. Robotics pioneers like Hiroshi Ishiguro, creator of Geminoid F or Actroid F, are making progress in creating lifelike androids. However, the uncanny valley still poses a challenge, as seen with the creepy appearance of robots like Casper, designed to help children with autism. Hollywood has faced similar issues with creating realistic CGI characters, such as Billy from Pixar's Tin Toy. To avoid the uncanny valley, creators can either make their robots or characters less human-like or more exaggerated. Understanding and addressing the uncanny valley is essential for both the robotics and entertainment industries to create successful and accepted human-robot interactions.

    • The Uncanny Valley in Computer Animated MoviesEarly attempts at photorealistic computer animated movies faced criticism for falling into the 'Uncanny Valley', a term used to describe the unease felt when humanoid figures look almost, but not exactly, human. Despite good storytelling, the uncanny appearance led to significant financial losses.

      The early attempts at photorealistic computer animated movies, such as "Final Fantasy: The Spirits Within" and "The Polar Express," faced criticism for falling into the "Uncanny Valley," a term used to describe the discomfort or unease felt when a humanoid figure looks almost, but not exactly, human. These films, produced using motion capture technology, were praised for their expressiveness but criticized for their uncanny appearance. Critics compared the characters to the children from "Village of the Damned" and felt relieved to return to "flesh and blood humans" after watching. Robert Zemeckis, who directed many of these films, seemed to be so enamored with the technology that he overlooked the potential drawbacks. Despite the use of good storytelling in some cases, the uncanny valley remained a barrier for these films, leading to significant financial losses. Spielberg's "Tintin" movie also showed signs of the uncanny valley but managed to overcome it by transporting the audience to a world where humans looked different. The most recent example of this issue is seen in "Rogue One: A Star Wars Story," where the characters' appearance in the uncanny valley was a topic of discussion.

    • Balancing the Use of CGI Characters and the Uncanny ValleyStriking the right balance when using CGI to bring back beloved characters is crucial to avoid entering the uncanny valley and damaging the magic of the original.

      The line between bringing back beloved characters and crossing into the uncanny valley can be thin. In Rogue One, bringing back Grand Moff Tarkin played by the late Peter Cushing was initially intriguing, but showing too much of him took away from the magic and entered the realm of the uncanny valley. In another instance, the children's book "Mars Needs Moms" was given the Zemeckis treatment, resulting in a spectacle that was so off it led to the shutdown of the company responsible. These examples illustrate the importance of striking the right balance when reintroducing iconic characters or creating new ones through CGI. Additionally, the discussion touched on the potential complications surrounding life rights and image rights when using deceased actors' likenesses in film.

    • Embrace uniqueness in creations to avoid uncanny feelingAvoiding the uncanny feeling in creations involves acknowledging and embracing their uniqueness and non-human characteristics instead of striving for lifelike replication.

      Creating something that aims to replicate human likeness but falls short, resulting in an uncanny feeling, can be avoided by embracing uniqueness and non-human characteristics instead. Morrie, a roboticist, suggested using materials like wood for prosthetics to convey a sense of beauty and authenticity rather than trying to create a lifelike hand that might inadvertently creep people out. This concept can be applied to robotics and beyond, as seen in the creation of robots like Asimo, which was designed to be exaggerated and non-human-like to evoke a positive response. The feeling of being "creeped out" or experiencing negative affinity is a complex phenomenon related to the uncanny valley, and while we may not fully understand why we experience it, acknowledging and embracing the uniqueness of non-human creations can help mitigate it. Additionally, platforms like Zigazoo offer a safe and fun social media experience for kids, allowing them to share content and connect with friends without the negative aspects of traditional social media.

    • The uncanny: feeling of eeriness and unease, explored since late 19th centuryScholars like Jentsch and Freud studied the uncanny, linking it to our brains' warning system for potential threats or mortality reminders, and debating its origin in objects or observers

      The uncanny, or feeling of eeriness and unease, has been studied extensively since the late 19th century by scholars such as Ernst Jentsch and Sigmund Freud. Jentsch, in particular, is known for his essay "On the Psychology of the Uncanny," where he explored the concept of the uncanny using the German term Heimlich, which can mean both familiar and unfamiliar or uncanny. He noted that intellectually discriminating people are more prone to uncanny experiences as they pay closer attention to their surroundings. Jentsch also proposed that all human knowledge may have originated from people investigating the uncanny. There are various theories on why certain things give us the creeps, including pathogen avoidance theory, which suggests that our brains have evolved to warn us of potential diseases or threats, and violation of expectation theory, which occurs when we encounter something unexpected. Mortality salience theory, which was subscribed to by both Jentsch and Freud, suggests that encounters with objects that resemble the dead can trigger thoughts of our own mortality, leading to uncanny feelings. Ultimately, whether the uncanny is inherent in the object or in the observer is still a subject of debate.

    • Understanding the Complexity of CreepinessCreepiness arises from a combination of evolutionary and social factors, including physical traits and behaviors. Men are perceived as more likely to be creepy than women, and the uncanny valley adds to the complexity of understanding this phenomenon.

      The experience of creepiness, whether it's from a human or a robot, arises from a complex interplay of evolutionary and social factors. Initially, creepiness may serve as a warning signal to help us identify potential threats. However, we are socially bound to assess the situation before reacting, which can lead to feelings of unease or discomfort. The study conducted by researchers at Knox College found that physical traits and certain behaviors can contribute to the perception of creepiness, but it's the combination of these factors that truly makes someone or something appear creepy. For instance, persistent conversations about sexual topics and bulging eyes were identified as particularly creepy behaviors. Interestingly, the study also found that men were perceived as more likely to be creepy than women. The uncanny valley, which refers to the discomfort we feel when interacting with robots or objects that closely resemble humans but lack certain human qualities, further adds to the complexity of understanding creepiness. Overall, creepiness is a fascinating phenomenon that arises from the intersection of biology and sociology, and it continues to intrigue researchers and the public alike.

    • Understanding Creepiness: Men vs WomenBoth men and women can exhibit creepy behaviors, but societal perception and theories suggest men are more likely to be perceived as creepy due to ambiguity and uncertainty in their actions.

      Both men and women can exhibit creepy behaviors, but there seems to be a consensus that it's generally easier for men to be perceived as creepy than women. A blog post on Reddit discussed this topic, and it was later reported on various media outlets. The post mentioned that needy women and excessive use of baby talk can be off-putting, but genuine creepiness is different from doing creepy things. E-Harmony also weighed in with advice for men to avoid the "creep zone" by keeping their hobbies vanilla. Researchers at Knox University explained creepiness as the "threat ambiguity theory," where we're creeped out by something because we're unsure if it's a threat or not. Another theory, "category ambiguity theory," suggests that we're unsettled when we can't categorize someone or something, based on the idea that each species has unique characteristics. David Livingston Smith is credited with developing the category ambiguity theory. In essence, both theories propose that creepiness stems from uncertainty or confusion.

    • The uncanny valley: feeling unease towards things that are almost human or naturalThe uncanny valley theory explains why we feel unease towards things that are not quite human or natural, due to a combination of factors including threat ambiguity and violation of expectations.

      The uncanny valley theory explains the sensation of unease or creepiness we feel towards things that are almost, but not quite, human or natural. This theory was first proposed by Masahiro Mori in 1970, and it suggests that our reaction to these ambiguous stimuli is due to a combination of factors, including threat ambiguity and the violation of our expectations. For example, wax dummies with fixed expressions can fall into the uncanny valley because they are not quite human enough, yet they are still close enough to evoke a sense of unease. Similarly, things that are not inherently threatening, like half-animal creatures or inanimate objects, can still be creepy due to their ambiguous nature. The Choctaw tribe's donation to Ireland during the famine is a powerful example of solidarity between two seemingly unrelated groups, demonstrating that even in the face of great adversity, humans can find common ground and show compassion towards each other.

    • The Choctaw Tribe's Forgotten Aid to the Irish During the FamineThe Choctaw tribe's generosity towards the Irish during the famine and the Irish commemoration group's efforts to help alleviate poverty in Africa highlight the importance of recognizing acts of kindness and support during crises.

      The Choctaw tribe's assistance to the Irish during the famine of 1845-1852 is an often overlooked chapter in history. The Irish commemoration group, which walked from Oklahoma to Mission in 1992 to replicate the Trail of Tears, raised $700,000 to help alleviate poverty in Africa. The Choctaw tribe's generosity, along with the Quakers' efforts to feed the Irish, played a significant role in Ireland's famine story. The Choctaw tribe and the Irish commemoration group continue to work together, and the Choctaw tribe's contributions have been recognized by the Irish government. This story highlights the importance of recognizing and acknowledging the acts of kindness and support from unexpected sources during times of crisis. For more information on this and other topics, visit HowStuffWorks.com. Additionally, for kids who are interested in making videos online, Zigazoo is a social media platform designed specifically for them, with moderated content and built-in privacy protections. And for those who are always on the lookout for the most watched TV shows and movies, THR charts provide a reliable and comprehensive guide.

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