There are many issues surrounding the introduction of social robots into society, including concerns about how they may be used to replace true social interaction in personal life, dehumanise formerly social occupations such as elderly care, and be perceived as more human than they actually are. This paper shall present a psychological perspective on the human reception of social robots and apply the gathered information to address these concerns.
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The uncanny valley (UV) hypothesis suggests that the observation of almost human-like characters causes an increase of discomfort. We conducted a study using self-report questionnaire, response time measurement, and electrodermal activity (EDA) evaluation. In the study, 12 computer-generated characters (robots, androids, animated, and human characters) were presented to 33 people (17 women) to (1) test the effect of a background context on the perception of characters, (2) establish whether there is a relation between declared feelings and physiological arousal, and (3) detect the valley of the presented stimuli. The findings provide support for reverse relation between human-likeness and the arousal (EDA). Furthermore, a positive correlation between EDA and human-likeness appraisal reaction time upholds one of the most common explanations of the UV - the categorization ambiguity. The absence of the significant relationship between declared comfort and EDA advocates the necessity of physiological measures for UV studies.
The uncanny valley is an idea proposed by Masahiro Mori (1970) regarding negative emotions present in contacts with almost humanlike characters. In the beginning, it was considered only in the context of humanoid robots, but this context was broadened by the development of highly realistic animations and video games. Particularly evident are players’ interests in the uncanny valley. Recently there have been a growing number of reports from empirical studies regarding participants’ perception of highly realistic characters. In the paper, a review of publications concerning the uncanny valley hypothesis in video games is presented, as are deliberations about the impact of the uncanny valley on the game industry. According to the results, there is a need to recognise which attributes of virtual characters cause the uncanny valley effect.
PL
Dolina niesamowitości (ang. uncanny valley, UV) to pojęcie zaproponowane przez Masahira Moriego (1970) dotyczące negatywnych emocji pojawiających się w kontaktach z niemal ludzkimi postaciami. Początkowo opisywane było w kontekście robotów humanoidalnych, lecz rozwój realizmu w animacjach i grach komputerowych wpłynął na rozpatrywanie UV również w tych obszarach. Szczególnie widoczne jest duże zainteresowanie doliną niesamowitości po stronie graczy. W ostatnim czasie wzrosła liczba doniesień z badań, które empirycznie testują wpływ UV na odbiór realistycznych postaci w grach. W artykule przedstawiono przegląd badań dotyczących UV w grach wideo oraz rozważania nad tym, czy UV faktycznie wpływa na rozwój gier komputerowych. Jak wynika z dotychczasowych badań, istnieje potrzeba odpowiedzi na pytanie, jakie atrybuty postaci powodują efekt doliny niesamowitości.
Machines have always been a tool or technical instrument for human beings to facilitate and to accelerate processes through mechanical power. The same applies to robots nowadays – the next step in the evolution of machines. Over the course of the last few years, robot usage in society has expanded enormously, and they now carry out a remarkable number of tasks for us. It seems we are on the eve of a historic revolution that will change everything we know right now. But not only robots have an impact on our life. It is digitization in its entirety, including smart applications and games, that confronts us with new spaces. This special volume of Ethics in Progress tries to broaden our understanding of a philosophical field – robots and digitization – that is still in its infancy in terms of it research and literature.
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