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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.
The uncanny valley (UV) effect is a negative affective reaction to human-looking artificial entities. It hinders comfortable, trust-based interactions with android robots and virtual characters. Despite extensive research, a consensus has not formed on its theoretical basis or methodologies.
28 Οκτ 2016 · Mori illustrated the uncanny valley effect by drawing a valley of eeriness in a graph that otherwise depicts a positive relation between human likeness and affinity.
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.
28 Φεβ 2024 · Uncanny valley refers to the idea that a being’s similarity to a human elicits a sense of unease or revulsion among observers when the resemblance is nearly— but not perfectly — complete.
measuring the uncanny valley effect in light of how ob-servers’ categorize mobile, humanoid, and android robots and 3D computer-animated characters. To address the ef-fects of categorical perception and anthropomorphism, card sorting is applied to determine how untrained observers cat-egorize robots, computer-animated characters, and real hu-
16 Νοε 2012 · A well known example is the ‘uncanny valley’ effect whereby a near human-looking artifact can trigger feelings of eeriness and repulsion.