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The uncanny valley (Japanese: 不気味の谷, Hepburn: bukimi no tani) effect is a hypothesized psychological and aesthetic relation between an object's degree of resemblance to a human being and the emotional response to the object. Examples of the phenomenon exist among robotics, 3D computer animations and lifelike dolls.
6 Νοε 2019 · The uncanny valley graph created by Masahiro Mori: As a robot’s human likeness (horizontal axis) increases, our affinity towards the robot (vertical axis) increases too, but only up to a certain point. For some lifelike robots, our response to them plunges, and they appear repulsive or creepy. That’s the uncanny valley.
12 Ιουν 2012 · I have noticed that, in climbing toward the goal of making robots appear human, our affinity for them increases until we come to a valley (Figure 1), which I call the uncanny valley. Figure 1.
30 Σεπ 2024 · graph of uncanny valley A graph of the uncanny valley proposed by Japanese roboticist Masahiro Mori in 1970. The graph shows a proposed relation between the human likeness of an entity and the perceiver's affinity for it.
7 Νοε 2023 · The uncanny valley effect attempts to chart that creepy feeling you might get when looking at this android. JOHANNES EISELE/AFP/Getty Images. The best way to illustrate the uncanny valley effect is with an example. So, picture this: it's the year 2053, and you're visiting the doctor's office.
The relation is positive apart from a U-shaped region known as the un-canny valley. To measure the relation, we previously de-veloped and validated indices for the perceptual-cognitive dimension humanness and three affective dimensions: inter-personal warmth, attractiveness, and eeriness.
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 ...