The Uncanny Valley (不気味の谷現象)

The Uncanny Valley (不気味の谷現象)

Summary

The Uncanny Valley (Japanese: 不気味の谷現象, Bukimi no Tani Genshō) is a hypothesized relationship between the degree of an object's resemblance to a human being and the emotional response to that object. As a robot or animated character becomes more human-like, observers' emotional responses become increasingly positive and empathetic, until a point where the response suddenly shifts to strong revulsion.

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Introduction and Etymology

The concept of the Uncanny Valley was first introduced in 1970 by Japanese roboticist Masahiro Mori in his essay Bukimi no Tani.[1] Mori charted the relationship between human likeness and human affinity, noting that while familiarity and comfort initially increase as an entity looks more human, they violently plummet just before absolute realism is achieved.

The term "uncanny" in Western psychology traces back to Ernst Jentsch's 1906 essay On the Psychology of the Uncanny and Sigmund Freud's 1919 essay The Uncanny (Das Unheimliche).[2] Freud described the uncanny as something that is strangely familiar, rather than simply mysterious, triggering cognitive dissonance because it belongs simultaneously to the known and the unknown.

The Theoretical Curve

Mori's original hypothesis is traditionally visualized as a graph where the x-axis represents "Human Likeness" (from an industrial robot to a healthy human) and the y-axis represents "Affinity" (familiarity or comfort level).

The Amplification of Movement

Mori theorized that movement amplifies the uncanny effect. A static wax figure might dip slightly into the valley, but a moving, highly realistic animatronic or puppet will fall much deeper into the valley, causing profound revulsion if its kinetic movements do not perfectly match its biological appearance.[1:1]

Key Milestones on the Curve:

Proposed Explanations

Researchers across psychology, neuroscience, and evolutionary biology have proposed several mechanisms to explain why the Uncanny Valley exists.

1. Evolutionary & Biological Triggers

2. Cognitive & Psychological Mechanisms

Real-World Examples

Quote

"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, which I call the uncanny valley." — Masahiro Mori

Are there specific applications of the Uncanny Valley—such as in video game design or modern artificial intelligence avatars—that you would like to explore next?

See Also

References


  1. Masahiro Mori / The Uncanny Valley / IEEE Robotics & Automation Magazine ↩︎ ↩︎ ↩︎

  2. Sigmund Freud / The Uncanny / MIT Press ↩︎

  3. Karl MacDorman / Subjective ratings of robot video clips for human likeness, familiarity, and eeriness / ScienceDirect ↩︎

  4. Ayse Pinar Saygin et al. / The thing that should not be: predictive coding and the uncanny valley / Oxford Academic ↩︎

  5. Thalia Wheatley / The uncanny valley: kinematics and human-likeness / PubMed ↩︎