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consider in more detail the relation between the uncanny valley and movement. The Effect of Movement Movement is fundamental to animals—including human beings—and thus to robots as well. Its presence changes the shape of the uncanny valley graph by amplifying the peaks and valleys, as shown in Figure 2. For point of illustration, when an
In the context of the uncanny valley, the present study focuses specifically on scale development for evaluating an- droid robots and 3D computer-animated characters.
Some researchers have explored its implications for human-robot interaction and computer-graphics animation, while others have investigated its biological and social roots. Now interest in the uncanny valley should only intensify, as technology evolves and researchers build robots that look increasingly human.
Using a hypothetical graph, Masahiro Mori proposed in 1970 the relation between the human likeness of robots and other anthropomorphic characters and an observer’s affective or emotional appraisal of them. The relation is positive apart from a U-shaped region known as the uncanny valley.
The Uncanny Valley Hypothesis (UVH, proposed in the 1970s) suggests that looking at or interacting with almost human-like artificial characters would trigger eeriness or discomfort. We studied how well subjects can assess degrees of human likeness for computer-generated characters.
The uncanny valley effect denotes a dip in the positive relation between a robot's human likeness and likeability. This paper provides first evidence that this design-guiding effect is not limited to humanoids, but extends to zoomorphic robots. In a ...
Mori (1970) proposed a hypothetical graph describing a nonlin- ear relation between a character s degree of human likeness and the emotional response of the human perceiver (Fig. 1 ).