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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-
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
28 Οκτ 2016 · 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.
Abstract. Using a hypothetical graph, Masahiro Mori pro-posed 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.
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.
1 Ιαν 2017 · This systematic literature review (SLR) explored the uncanny valley (UV) effect as related to human-robot interaction (HRI).
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.