H2020Individual fellowship2016–2018

NEUROBUKIMI · Affective neurocognitive model for the ‘Uncanny Valley’

Horizon 2020 — Marie Skłodowska-Curie Actions

Duration
2016-08-01 → 2018-07-31
EU contribution
€177,599
Participants
1
Scheme
MSCA-IF-EF-ST

Lines connect the coordinator with its partners.

Results in brief

Affective neurocognitive model for the ‘Uncanny Valley’

Ongoing advances in computer graphics and robotics technologies have allowed the development of increasingly humanlike robots and computer-animated virtual characters for consumer, service, health care, entertainment, and research purposes. Such developments may come with a cost, however. The uncanny valley hypothesis (UVH) predicts that virtual characters or robots that resemble real humans too closely can elicit feelings of unease, eeriness, and lack of familiarity. Despite its importance, the validity of UVH has not yet been firmly established. The UV phenomenon is often taken for granted; for example, specific animation films are often anecdotally cited as exemplars of the uncanny valley. In contrast, empirical research has still provided inconsistent evidence for this phenomenon. A deeper understanding of UVH is important for society for two reasons: first, it can guide the development of human-like robots and virtual characters and second, it can help us predict how individuals will react to them. Various kinds of socially interactive robots have already begun to appear for consumer, service, and health care applications. Two examples include seal-like robot PARO that is being used for therapeutic purposes and ROBEAR robot that is being used in nursing care. Purposefully human-like robots are also being developed by companies such as Hanson Robotics. In entertainment, the first attempts to create fully animated human-like cinematic actors were already made shortly after the turn of the present millennium when films such as Beowulf and The Polar Express saw their premieres. Such films met an overall negative critical reception that focused on the “uncanniness” of their highly realistic animations, and the UVH was even explicitly mentioned in some reviews. In science, virtual characters are now being used increasingly more often to replace research stimuli recorded from real humans. This is the case for example for neurocognitive experiments on affects and social cognition, in which faces and facial expressions have long served as research stimuli. Because the UVH makes a general recommendation to avoid high levels of realism and human-likeness, it is of direct relevance to all of the aforementioned applications. This project approached the UVH mainly from the perspective of social-affective neurocognitive research; however, its results were expected to be of more general societal relevance as well. We focused mainly on computer-generated (CG) faces given the importance of faces in social interaction and the wide-spread use of CG faces in neurocognitive studies. The overall objectives of this project included assessing whether and when the UV exists and investigating the similarities and differences in the neurocognitive processing of real and CG faces. We include the following conclusions for the action (for explanations, see the section below): i) uncanny valley phenomenon exists but it is much weaker than usually thought and strongly influenced by social factors; ii) contrary to UVH, more realistic CG faces are actually more desirable; iii) CG faces elicit different cognitive, affective, and neural processing than real faces.

Data: CORDIS, © European Union

Project objective

The Uncanny Valley hypothesis (UV), proposed already 45 years ago, suggests that too humanlike robots or other artificial characters will elicit feelings of eeriness (Jpn. ‘bukimi’) in human observers. Existing psychological and neuroimaging studies have focused on the humanlikeness dimension of UV but neglected its emotional experience, which was at the heart of the original hypothesis. This interdisciplinary project will develop a thorough model for the emotional dimension of UV, consisting both of subjective verbal descriptions and observed neuronal activation patterns. A series of neuroimaging experiments will be carried out at the Brain and Emotion Laboratory of Maastricht University (UM): the first experiment will test the neuronal correlates of negative emotions elicited by semi-realistic virtual characters, and the second experiment will take a step beyond the original UV hypothesis by comparing the neuronal activation patterns of real and virtual emotional expressions. A self-report questionnaire for verbalizing the emotional experience of UV will be developed during a secondment period at Eindhoven University of Technology (Tu/e). By explicating the emotional experience of UV and by providing open tools for both research and industry, this project will be an important turning point for the future development of all humanlike technologies. Consistently, direct and concrete contacts with the animation industry are planned during the project. My supervisor Prof. de Gelder from UM is one of the thought leaders in the field of affective cognitive neuroscience, and my secondment supervisor Prof. Ijsselsteijn from Tu/e is renowned for his work in human-technology interaction. I am an experienced researcher with a dual background in both of these disciplines, as well as specific background in UV topic. This interdisciplinary synergy will maximize this project’s impact on the European society and help establish my position as a leading independent scientist.

Original text from CORDIS.

Participants

  • UNIVERSITEIT MAASTRICHT · MaastrichtCoordinatorNetherlands

Links

Data: CORDIS, © European Union