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Human and artificial features that coexist in certain types of human-like robots create a discrepancy in perceived humanness and evoke uncanny feelings in human observers. However, whether this perceptual mismatch in humanness occurs for all faces, and whether it is related to the uncanny feelings toward them, is unknown. We investigated this by examining perceived humanness for a variety of natural images of robot and human faces with different spatial frequency (SF) information: that is, faces with only low SF, middle SF, and high SF information, and intact (spatially unfiltered) faces. Uncanny feelings elicited by these faces were also measured. The results showed perceptual mismatches that LSF, MSF, and HSF faces were perceived as more human than intact faces. This was particularly true for intact robot faces that looked slightly human, which tended to evoke strong uncanny feelings. Importantly, the mismatch in perceived humanness between the intact and spatially filtered faces was positively correlated with uncanny feelings toward intact faces. Given that the human visual system performs SF analysis when processing faces, the perceptual mismatches observed in this study likely occur in real life for all faces, and as such might be a ubiquitous source of uncanny feelings in real-life situations.
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Emociones , Reconocimiento Facial , Humanos , Femenino , Masculino , Adulto , Reconocimiento Facial/fisiología , Adulto Joven , RobóticaRESUMEN
The uncanny valley (UV) effect captures the observation that artificial entities with near-human appearances tend to create feelings of eeriness. Researchers have proposed many hypotheses to explain the UV effect, but the visual processing mechanisms of the UV have yet to be fully understood. In the present study, we examined if the UV effect is as accessible in brief stimulus exposures compared to long stimulus exposures (Experiment 1). Forty-one participants, aged 21-31, rated each human-robot face presented for either a brief (50 ms) or long duration (3 s) in terms of attractiveness, eeriness, and humanness (UV indices) in a 7-point Likert scale. We found that brief and long exposures to stimuli generated a similar UV effect. This suggests that the UV effect is accessible at early visual processing. We then examined the effect of exposure duration on the categorisation of visual stimuli in Experiment 2. Thirty-three participants, aged 21-31, categorised faces as either human or robot in a two-alternative forced choice task. Their response accuracy and variance were recorded. We found that brief stimulus exposures generated significantly higher response variation and errors than the long exposure condition. This indicated that participants were more uncertain in categorising faces in the brief exposure condition due to insufficient time. Further comparisons between Experiment 1 and 2 revealed that the eeriest faces were not the hardest to categorise. Overall, these findings indicate (1) that both the UV effect and categorical uncertainty can be elicited through brief stimulus exposure, but (2) that categorical uncertainty is unlikely to cause the UV effect. These findings provide insights towards the perception of robotic faces and implications for the design of robots, androids, avatars, and artificial intelligence agents.
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OBJECTIVE: Uncanniness plays a vital role in interactions with humans and artificial agents. Previous studies have shown that uncanniness is caused by a higher sensitivity to deviation or atypicality in specialized categories, such as faces or facial expressions, marked by configural processing. We hypothesized that asynchrony, understood as a temporal deviation in facial expression, could cause uncanniness in the facial expression. We also hypothesized that the effect of asynchrony could be disrupted through inversion. RESULTS: Sixty-four participants rated the uncanniness of synchronous or asynchronous dynamic face emotion expressions of human, android, or computer-generated (CG) actors, presented either upright or inverted. Asynchrony vs. synchrony expressions increased uncanniness for all upright expressions except for CG angry expressions. Inverted compared with upright presentations produced less evident asynchrony effects for human angry and android happy expressions. These results suggest that asynchrony can cause dynamic expressions to appear uncanny, which is related to configural processing but different across agents.
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Expresión Facial , Reconocimiento Visual de Modelos , Humanos , EmocionesRESUMEN
In recent years a new sub-field of moral psychology has emerged: moral psychology of AI and robotics. In this field there are several outstanding questions on how robot appearance and other perceived properties of the robots influences the way their decisions are evaluated. Researchers have observed that robot decision are not treated identically to human decisions, even if their antecedents and consequences are identical to human decisions. To study this moral judgment asymmetry effect further, two studies with a series of high conflict moral dilemmas were conducted: Study 1 - which used photorealistic full body imagery -- revealed that utilitarian decisions by human or non-creepy (i.e., nice) looking robotic agents were less condemned than "creepy" (i.e., unease inducing) robots, whereas "creepy" robots received higher moral approval when making deontological decisions. Furthermore, an exploratory analysis demonstrated that the creepiest robot did not cause moral surprise or disappointment when making utilitarian decisions. However, Study 2 showed that mere symbolic representation of the agent's face did not trigger the Moral Uncanny Valley (where decisions of creepy robots are perceived negatively), suggesting that the effect is dependent on the photorealistic appearance of the agent. These results are in tension with some previous findings in robot moral judgment literature. Future research should focus on creating standardized stimuli for studying moral decisions involving robots and elucidating the complex interactions between agent appearance, decision type, and pre-decision expectations. This work deepens our understanding of the relationship between a decision-making agent's appearance and the moral judgment of their decisions. The findings have significant implications for the design and implementation of autonomous agents in morally charged situations.
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The uncanny valley describes the typically nonlinear relation between the esthetic appeal of artificial entities and their human likeness. The effect has been attributed to specialized (configural) processing that increases sensitivity to deviations from human norms. We investigate this effect in computer-generated, humanlike android and human faces using dynamic facial expressions. Angry and happy expressions with varying degrees of synchrony were presented upright and inverted and rated on their eeriness, strangeness, and human likeness. A sigmoidal function of human likeness and uncanniness ("uncanny slope") was found for upright expressions and a linear relation for inverted faces. While the function is not indicative of an uncanny valley, the results support the view that configural processing moderates the effect of human likeness on uncanniness and extend its role to dynamic facial expressions.
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Our eyes convey information about a person. The pupils may provide information regarding our emotional states when presented along with different emotional expressions. We examined the effects of pupil size and vergence on inferring other people's characteristics in neutral expression eyes. Pupil sizes were manipulated by overlaying black disks onto the pupils of the original eye images. The disk area was then changed to create small, medium, and large pupils. Vergence was simulated by shifting the medium-sized disks nasally in one eye. Pupil sizes were exaggerated for Experiment 1 and followed values from the literature for Experiment 2. The first Purkinje image from the eye photos in Experiment 2 was kept to preserve image realism. The characteristics measured were sex, age, attractiveness, trustworthiness, intelligence, valence, and arousal. Participants completed one of two online experiments and rated eight eye pictures with differently sized pupils and with vergence eyes. Both experiments were identical except for the stimuli designs. Results from Experiment 1 revealed rating differences between pupil sizes for all characteristics except sex, age, and arousal. Specifically, eyes with extremely small pupil sizes and artificial vergence received the lowest ratings compared to medium and large pupil sizes. Results from Experiment 2 only indicated weak effects of pupil size and vergence, particularly for intelligence ratings. We conclude that the pupils can influence how characteristics of another person are perceived and may be regarded as important social signals in subconscious social interaction processes. However, the effects may be rather small for neutral expressions.
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The growing popularity of speech interfaces goes hand in hand with the creation of synthetic voices that sound ever more human. Previous research has been inconclusive about whether anthropomorphic design features of machines are more likely to be associated with positive user responses or, conversely, with uncanny experiences. To avoid detrimental effects of synthetic voice design, it is therefore crucial to explore what level of human realism human interactors prefer and whether their evaluations may vary across different domains of application. In a randomized laboratory experiment, 165 participants listened to one of five female-sounding robot voices, each with a different degree of human realism. We assessed how much participants anthropomorphized the voice (by subjective human-likeness ratings, a name-giving task and an imagination task), how pleasant and how eerie they found it, and to what extent they would accept its use in various domains. Additionally, participants completed Big Five personality measures and a tolerance of ambiguity scale. Our results indicate a positive relationship between human-likeness and user acceptance, with the most realistic sounding voice scoring highest in pleasantness and lowest in eeriness. Participants were also more likely to assign real human names to the voice (e.g., "Julia" instead of "T380") if it sounded more realistic. In terms of application context, participants overall indicated lower acceptance of the use of speech interfaces in social domains (care, companionship) than in others (e.g., information & navigation), though the most human-like voice was rated significantly more acceptable in social applications than the remaining four. While most personality factors did not prove influential, openness to experience was found to moderate the relationship between voice type and user acceptance such that individuals with higher openness scores rated the most human-like voice even more positively. Study results are discussed in the light of the presented theory and in relation to open research questions in the field of synthetic voice design.
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In this paper, we present a study aimed at understanding whether the embodiment and humanlikeness of an artificial agent can affect people's spontaneous and instructed mimicry of its facial expressions. The study followed a mixed experimental design and revolved around an emotion recognition task. Participants were randomly assigned to one level of humanlikeness (between-subject variable: humanlike, characterlike, or morph facial texture of the artificial agents) and observed the facial expressions displayed by three artificial agents differing in embodiment (within-subject variable: video-recorded robot, physical robot, and virtual agent) and a human (control). To study both spontaneous and instructed facial mimicry, we divided the experimental sessions into two phases. In the first phase, we asked participants to observe and recognize the emotions displayed by the agents. In the second phase, we asked them to look at the agents' facial expressions, replicate their dynamics as closely as possible, and then identify the observed emotions. In both cases, we assessed participants' facial expressions with an automated Action Unit (AU) intensity detector. Contrary to our hypotheses, our results disclose that the agent that was perceived as the least uncanny, and most anthropomorphic, likable, and co-present, was the one spontaneously mimicked the least. Moreover, they show that instructed facial mimicry negatively predicts spontaneous facial mimicry. Further exploratory analyses revealed that spontaneous facial mimicry appeared when participants were less certain of the emotion they recognized. Hence, we postulate that an emotion recognition goal can flip the social value of facial mimicry as it transforms a likable artificial agent into a distractor. Further work is needed to corroborate this hypothesis. Nevertheless, our findings shed light on the functioning of human-agent and human-robot mimicry in emotion recognition tasks and help us to unravel the relationship between facial mimicry, liking, and rapport.
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Parent-child story time is an important ritual of contemporary parenting. Recently, robots with artificial intelligence (AI) have become common. Parental acceptance of children's storytelling robots, however, has received scant attention. To address this, we conducted a qualitative study with 18 parents using the research technique design fiction. Overall, parents held mixed, though generally positive, attitudes toward children's storytelling robots. In their estimation, these robots would outperform screen-based technologies for children's story time. However, the robots' potential to adapt and to express emotion caused some parents to feel ambivalent about the robots, which might hinder their adoption. We found three predictors of parental acceptance of these robots: context of use, perceived agency, and perceived intelligence. Parents' speculation revealed an uncanny valley of AI: a nonlinear relation between the human likeness of the artificial agent's mind and affinity for the agent. Finally, we consider the implications of children's storytelling robots, including how they could enhance equity in children's access to education, and propose directions for research on their design to benefit family well-being.
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The uncanny valley (UCV) model is an influential human-robot interaction theory that explains the relationship between the resemblance that robots have to humans and attitudes toward robots. Despite its extraordinary worth, this model remains untested in certain respects. One current limitation is that the model has only been examined in general or context-free situations. Given that humanoids function in the world beyond laboratories, investigating the UCV in specific and actual situations is critical. Additionally, few studies have examined the impact of affective responses presented in the UCV to other appraisals of humanoids. To address these issues, this study explored affective and cognitive responses to humanoids in specific service situations. In particular, we examined the effect of affective responses on trust, which is regarded as a critical cognitive factor influencing technology adoption, in two service contexts: hotel reception (low expertise) and tutoring (high expertise). By providing a richer understanding of human both affective and cognitive reactions to humanoids, our findings expand the UCV theory and ultimately contribute to research regarding user adoption of service robots.
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Robótica/métodos , Actitud , Humanos , Confianza/psicologíaRESUMEN
Over the past years, extensive research has been dedicated to developing robust platforms and data-driven dialog models to support long-term human-robot interactions. However, little is known about how people's perception of robots and engagement with them develop over time and how these can be accurately assessed through implicit and continuous measurement techniques. In this paper, we explore this by involving participants in three interaction sessions with multiple days of zero exposure in between. Each session consists of a joint task with a robot as well as two short social chats with it before and after the task. We measure participants' gaze patterns with a wearable eye-tracker and gauge their perception of the robot and engagement with it and the joint task using questionnaires. Results disclose that aversion of gaze in a social chat is an indicator of a robot's uncanniness and that the more people gaze at the robot in a joint task, the worse they perform. In contrast with most HRI literature, our results show that gaze toward an object of shared attention, rather than gaze toward a robotic partner, is the most meaningful predictor of engagement in a joint task. Furthermore, the analyses of gaze patterns in repeated interactions disclose that people's mutual gaze in a social chat develops congruently with their perceptions of the robot over time. These are key findings for the HRI community as they entail that gaze behavior can be used as an implicit measure of people's perception of robots in a social chat and of their engagement and task performance in a joint task.
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This experiment (N = 228) examined how exposure to a talking head doppelganger created by an artificial intelligence (AI) program influenced affect-based trust toward AIs. Using a 3 (talking head featuring the participant's or a stranger's face, audio-only condition) by 2 (pro-AI pitch and anti-AI pitch playback) design, we uncovered that exposure to a talking head featuring the participant's face instead of a stranger's face increased uncanny valley perceptions. Furthermore, uncanny valley perceptions mediated the link between exposure to a talking head with the participant's face on affect-based trust. Overall, exposure to a doppelganger talking head, who delivered a persuasive pitch, triggered discomfort on the participant whose features were sourced to craft a synthetic talking head, which in turn decreased affect-based trust attributed to AIs. This phenomenon is rooted in basic psychological mechanisms that underpin the uncanny valley hypothesis. Future studies may test for these findings across different platforms and also provide evidence regarding user mental processing.
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Inteligencia Artificial , Reconocimiento Facial , Autoimagen , Confianza , Interfaz Usuario-Computador , Femenino , Humanos , Masculino , Percepción de la Altura Tonal , Adulto JovenRESUMEN
Robotic agents will be life-long companions of humans in the foreseeable future. To achieve such successful relationships, people will likely attribute emotions and personality, assign social competencies, and develop a long-lasting attachment to robots. However, without a clear theoretical framework-building on biological, psychological, and technological knowledge-current societal demands for establishing successful human-robot attachment (HRA) as a new form of inter-species interactions might fail. The study of evolutionarily adaptive animal behavior (i.e., ethology) suggests that human-animal behaviors can be considered as a plausible solution in designing and building models of ethorobots-including modeling the inter-species bond between domesticated animals and humans. Evidence shows that people assign emotional feelings and personality characteristics to animal species leading to cooperation and communication-crucial for designing social robots such as companion robots. Because dogs have excellent social skills with humans, current research applies human-dog relationships as a template to understand HRA. Our goal of this article is twofold. First, we overview the research on how human-dog interactions are implemented as prototypes of non-human social companions in HRA. Second, we review research about attitudes that humans have for interacting with robotic dogs based on their appearance and behavior, the implications for forming attachments, and human-animal interactions in the rising sphere of robot-assisted therapy. The rationale for this review is to provide a new perspective to facilitate future research among biologists, psychologists, and engineers-contributing to the creation of innovative research practices for studying social behaviors and its implications for society addressing HRA.
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Robótica , Adaptación Psicológica , Animales , Conducta Animal , Perros , Emociones , Humanos , Conducta SocialRESUMEN
Beauty filters, while often employed for retouching photos to appear more attractive on social media, when used in excess cause images to give a distorted impression. The neural mechanisms underlying this change in facial attractiveness according to beauty retouching level remain unknown. The present study used functional magnetic resonance imaging in women as they viewed photos of their own face or unknown faces that had been retouched at three levels: no, mild, and extreme. The activity in the nucleus accumbens (NA) exhibited a positive correlation with facial attractiveness, whereas amygdala activity showed a negative correlation with attractiveness. Even though the participants rated others' faces as more attractive than their own, the NA showed increased activity only for their mildly retouched own face and the amygdala exhibited greater activation in the others' faces condition than the own face condition. Moreover, amygdala activity was greater for extremely retouched faces than for unretouched or mildly retouched faces for both conditions. Frontotemporal and cortical midline areas showed greater activation for one's own than others' faces, but such self-related activation was absent when extremely retouched. These results suggest that neural activity dynamically switches between the NA and amygdala according to perceived attractiveness of one's face.
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Belleza , Cara , Femenino , Humanos , Imagen por Resonancia MagnéticaRESUMEN
The present study investigated self-face perception in 12-month-old infants using the morphing technique. Twenty-four 12-month-old infants participated in both the main and control experiments. In the main experiment, we used the participant's own face, an unfamiliar infant's face (age- and gender-matched), and a morphed face comprising 50 % each of the self and unfamiliar faces as stimuli. The control experiment followed the same procedure, except that the self-face was replaced with another unfamiliar face. In both experiments, two of these stimuli were presented side by side on a monitor in each trial, and infants' fixation duration was measured. Results showed that shorter fixation durations were found for the morphed face compared with the self-face and the unfamiliar face in the main experiment, but there were no significant preferences for any comparisons in the control experiment. The results suggest that 12-month-old infants could detect subtle differences in facial features between the self-face and the other faces, and infants might show less preference for the self-resembling morphed face due to increased processing costs, which can be interpreted using the uncanny valley hypothesis. Overall, representations of the self-face seem to a certain extent to be formed by the end of the first year of life through daily visual experience.
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Reconocimiento Facial , Cara , Humanos , Lactante , Autoimagen , Percepción VisualRESUMEN
Human beings express affinity (Shinwa-kan in Japanese language) in communicating transactive engagements among healthcare providers, patients and healthcare robots. The appearance of healthcare robots and their language capabilities often feature characteristic and appropriate compassionate dialogical functions in human-robot interactions. Elements of healthcare robot configurations comprising its physiognomy and communication properties are founded on the positivist philosophical perspective of being the summation of composite parts, thereby mimicking human persons. This article reviews Mori's theory of the Uncanny Valley and its consequent debates, and examines "Uncanny" relations with generating healthcare robot conversational content with artificial affective communication (AAC) using natural language processing. With healthcare robots provoking influential physical composition and sensory expressions, the relations in human-healthcare robot transactive engagements are argued as supportive of the design and development in natural language processing. This implies that maintaining human-healthcare robot interaction and assessing the eeriness situations explained in the Uncanny Valley theory are crucial positions for healthcare robot functioning as a valuable commodity in health care. As such, physical features, language capabilities and mobility of healthcare robots establish the primacy of the AAC with natural language processing as integral to healthcare robot-human healthcare practice.
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Inteligencia Artificial/normas , Relaciones Interpersonales , Procesamiento de Lenguaje Natural , Inteligencia Artificial/tendencias , HumanosRESUMEN
Uncanny valley research has shown that human likeness is an important consideration when designing artificial agents. It has separately been shown that artificial agents exhibiting human-like kinematics can elicit positive perceptual responses. However the kinematic characteristics underlying that perception have not been elucidated. This paper proposes kinematic jerk amplitude as a candidate metric for kinematic human likeness, and aims to determine whether a perceptual optimum exists over a range of jerk values. We created minimum-jerk two-digit grasp kinematics in a prosthetic hand model, then added different amplitudes of temporally smooth noise to yield a variety of animations involving different total jerk levels, ranging from maximally smooth to highly jerky. Subjects indicated their perceptual affinity for these animations by simultaneously viewing two different animations side-by-side, first using a laptop, then separately within a virtual reality (VR) environment. Results suggest that (a) subjects generally preferred smoother kinematics, (b) subjects exhibited a small preference for rougher-than minimum jerk kinematics in the laptop experiment, and that (c) the preference for rougher-than minimum-jerk kinematics was amplified in the VR experiment. These results suggest that non-maximally smooth kinematics may be perceptually optimal in robots and other artificial agents.
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Human replicas highly resembling people tend to elicit eerie sensations-a phenomenon known as the uncanny valley. To test whether this effect is attributable to people's ascription of mind to (i.e., mind perception hypothesis) or subtraction of mind from androids (i.e., dehumanization hypothesis), in Study 1, we examined the effect of face exposure time on the perceived animacy of human, android, and mechanical-looking robot faces. In Study 2, in addition to exposure time, we also manipulated the spatial frequency of faces, by preserving either their fine (high spatial frequency) or coarse (low spatial frequency) information, to examine its effect on faces' perceived animacy and uncanniness. We found that perceived animacy decreased as a function of exposure time only in android but not in human or mechanical-looking robot faces (Study 1). In addition, the manipulation of spatial frequency eliminated the decrease in android faces' perceived animacy and reduced their perceived uncanniness (Study 2). These findings link perceived uncanniness in androids to the temporal dynamics of face animacy perception. We discuss these findings in relation to the dehumanization hypothesis and alternative hypotheses of the uncanny valley phenomenon.