3/6/2016 Realism The typical goal of mediated interfaces that seek to be believable is realism, which could be intended as means of representing an entity by reproducing the sensory stimulation generated by that entity. However many believable representations are not realistic (cf. Tamagotchi), not all realistic representations are believable, and all too realistic experiences in general incur the risk of fooling the user, thereby raising behavioural and ethical issues. It is the opinion of Hochberg that film-makers have the advantage of pointing their cameras at real world’s events an so many of the constraints upon object construction, appearance and behavior that our visual (or other) perceptual systems might make use of are implicitly recorded in the resulting film, despite the optical interventions of the medium. Computer graphics and VR designers have not such constraints: scenes can portray anything, behaving in any fashion with different levels of veridicality, detail, etc. To this difficulty one should add the possibility for the user to interact with the virtual environment, of creating modifications and be affected by his own actions. Is this an advantage for believability or an additional difficulty? The freedom from constraints which characterizes VR constitutes the ideal condition for studying the minimal conditions for believability and the relative role of realism. Realism and the Uncanny Valley Realism and the Tamagotchi Realism and the Uncanny Valley The uncanny valley and VR An overview of positions and a proposal of some lines of inquiry 1. Introduction The Uncanny Valley is a mathematical model introduced by Mori (1970) and employed to describe the particular trend of a reaction indicated as “sense of familiarity” human beings seems to experience when faced to more and more realistic (human-like) robotic artefacts. Mori observes that the sense of familiarity increases in association to human-likeness up to a certain point and then comes to a valley. This valley of negative familiarity is a valley of strangeness and uncanny. At the end of the valley there is another, higher peak of positive familiarity associated with perfectly human-like artefacts and real humans. The model leads to a pragmatic indication for designers of robots and prostheses that consists in the advice of avoiding to approach too much to the first peak of the Valley: whether the conditions of the second peak of perfect realism -both at the level of the physical aspect and of the motor behaviour- cannot be achieved, the quest for realism runs the risk of falling into the valley of the uncanny; designers are hence invited to turn toward less realistic, non-human-like artefacts toward which human beings will be more inclined to develop a sense of familiarity. The following idea is implicated by the model: that a quest for realism runs the risk of being counterproductive, at least when certain conditions are not accomplished, and in particular in the case of human-life or life-like artificial entities This idea has a certain appeal and seems to find anecdotal confirmation especially in the domain of computer animation (both for what concerns animation films and VR). A. Jones, Final Fantasy animation director, for instance, notices that trying to produce a complete replication of a human being can produce eerie sensations while the characters become grotesque, as if puppeteering a corpse (Hiltzik, 2001). Similarly, it seems that the Dream Works team involved in Shrek movie had to pull back a little on the realistic look of Princess Fiona because the effect was getting unpleasant. Famous film critic, R. Ebert, adopts the idea of an uncanny valley 1 in reviewing the animals of the animated movies “The wild” and “Final Fantasy” (Ebert, 2006). Ebert finds that The wild’s animals’ physical aspect (fur, hairs, feathers) and behaviour (lip-synching) is too good (as Ebert says, lip-synching in I will the following convention : the notation “Uncanny Valley” makes reference to Mori’s model with all its components, the notation “uncanny valley” makes reference to the general idea implicated by the model. 1 animation usually ranges from bad to perfunctory to fairly good and that fairly good is as good as it should be): such a precision in realism provokes the effects described for the Uncanny Valley: creepy feeling and the feeling that something is wrong. Ebert seems to attribute the experience associated to the uncanny valley to the fact that excessive realism destroys the cartoon illusion: according to Ebert in fact the style of an animated film is based on the distortion of reality and it should never become too real. The choice to give a cartoonist aspect to characters that are very refined in movement would hence explain, according to J. Canemaker (2004), the success of Pixar’s “The Incredibles”, while excessive realism and the fall into the uncanny valley would explain the rejection of “Final Fantasy”, in which computer animation is used to create real characters. Two indications are suggested in the domain of animation films in order to avoid the fall into the uncanny valley: respect the cartoonist nature of animation by avoiding too much realism in the reproduction of life-like characters (simulations of existing animals or simulations of human beings) but also create new characters that do not simulate real entities and hence can be as realistic as one wants them to be. The example proposed by Ebert is the character of Gollum in The Lord of the Rings (Ebert, 2004): Gollum is one of the most fascinating and convincing characters in the movie because it seems a real creature but not a creature we have seen before. Gollum presents a really high level of realism, a kind of realism that could be associated with the second peak of Mori’s model rather than with the first one. What matters is hence not to avoid realism in general but realism as human-likeness or in general as imitation of an existing real creature. Some preliminary considerations can be extracted from these examples. First, that animation has broadened the domain of the uncanny valley to life-like characters in general (such as the animals of “The wild” or non-existing creatures such as Gollum) and not only to human-like characters. Second, the examples suggest that two meanings of the term “realism” are at stake: realism as simulation of human or other existing creatures (such as animals) and realism as a form of believability of entities that appear realistic without simulating any existing creature (such as Gollum). Thirdly, realism seems to constitute a problem when it violates certain expectations in the spectator: the expectation of distortion of reality and cartoonist effect related to the context of seeing an animation movie, the expectations raised by the similarity with well-known real entities, such as human beings and animals. We hence have a narrow model of the Uncanny Valley as applied to realistic robotic artifacts that simulate the features and behavior of human beings and a broader set of ideas that are issued from this model and that concern the effects of realism in the reproduction of life-like artificial entities; these entities can be material robotic artifacts or virtual characters and agents, they can simulate existing organisms or they can be brand new creatures. The broad set of ideas connected to Mori’s model implies the existence of a valley of uncanny in correspondence with certain conditions that raise from an elevated level of realism in the simulation of existing organisms to the violation of expectations in the case of artificial creatures that simulate or do not simulate existing organisms. These considerations will be developed in this paper in relationship to the clarification of some notions introduced by Mori, such as the nature of the feeling that Mori describes as “sense of familiarity”. Some authors, as Hanson (2003), consider in fact the model of the Uncanny Valley as non-scientific. A problem is certainly represented by the use of vague, common-sense notions in the description of the Uncanny Valley. A better understanding of the phenomenon hence requires a specification of the human reactions described by Mori. It is possible to extract three components in the non-familiarity effect from Mori’s description of the Uncanny Valley: emotions related to fear and disgust, which have been taken into account by the literature in robotics, an epistemic judgment relative to the believability of the experienced artefact or virtual entity and a reaction of negative surprise. The problem of believability seems to be generally related to the violation of expectations and to the violation of the coherence of the experience, both in mediated and non-mediated conditions. Some exemplary cases will be described. The other aspect of the uncanny valley, the emotions of fear and disgust, on the contrary, seem to be more specifically related to specific experiences, such as the experience with human features. Additional conditions to the ones that are in cause in the problem of believability could hence be responsible for the supplementary emotional reactions that are described by the Uncanny Valley model when human-like artificial entities are at stake. We can hence add a fourth consideration: that the model of the Uncanny Valley presents different aspects for what concerns the reactions associated to the valley of uncanny and that these aspects are all present in the narrow model but can be analyzed separately as a general problem of believability of artificial entities and a problem of uncanny emotions raised in specific conditions, such as in the case of life-like entities. 2. Evidence about the Uncanny Valley It is auspicated that suitable test procedures are individuated in order to prove the existence of the Uncanny Valley or to individuate and measure the conditions that provoke valleys of uncanny in the domains of robotics, animation or other types of representations. The model of the Uncanny Valley is in fact still under debate. Brenton et al. (2005), for instance, affirm that even if there is anecdotic evidence about the existence of “uncanny reactions”, this evidence does not validate the valley model. Additionally, the domain of animation in movies is quite complex, so are the reactions of the public. It is not easy to establish if an animation movie owes its success to the fact of respecting its cartoonist style because people relate better to animated figures that are distinctly outlandish than those that approach human-likeness realism and want animation movies to distort and exaggerate reality rather than simulating it, or because of other factors connected to the value of the narration, to the beauty of the aesthetic, etc. Hanson (2005b) considers the existence of a Valley of Uncanny as related to the realism of robotic artefacts a mere illusion and puts forward that extremely abstract robots or even cosmetically atypical human beings can be uncanny; on the contrary, any level of abstraction and realism can be appealing. There are in fact many and different ways of deviating from realism and it is not clear that human reactions are more strongly related to level of realism rather than to good or bad design. Ramey (2005, 2006) puts forward that the uncanny valley effect is not unique to humanoid robots but is a member of a class of cognitive and perceptual states of uncertainty at category boundaries, such as the boundaries between humans and robots. MacDorman et al. (2006b) has recently provided some evidence about the existence of a curve of uncanny related to the familiarity and realism of photographed human-like robots (androids and humanoid robots) analogous to the one described by Mori. The participants to the experiment are asked to rate 31 images (photos) on three scales: a 9-point scale ranging from very mechanical to very human-like, a 9-point scale from very strange to very familiar and finally a 10-point scale from strictly eerie to extremely eerie (non-eerie photos being assigned 0 points). MacDorman (2006a) chooses in fact to make reference to the feeling connected with the Uncanny Valley and expressed by Mori with the Japanese term “bukimi”, as “eeriness”. The contents of the photos are two sets: in the first set the photo of a humanoid robot (Qrio) is morphed into Hanson’s very realistic P. K. Dick robot which is morphed into the SF writer photo; in the second set the photo of the robot Eveliee is morphed into a photo of the android Repliee QI Expo which is morphed into the photo of Repliee’s human model. The curve resulting from plotting eeriness against familiarity in a graphic ranging from very mechanical to very human-like presents a valley for both sets of photos in correspondence of the images between the humanoid robot and the android robot; the peak of the eeriness matches the trough of the familiarity ratings, thus reproducing Mori’s results. Nevertheless, an experiment conducted by Hanson (2005b) with a similar series of morphed photos arranged with the aim of making them appealing and not eerie shows the following result: while reactions to the control figures show the uncanny valley trend, attractively-tuned figures show a low level of eeriness thus demonstrating that the sense of eeriness does not only depends on the level of realism but at least also on aesthetic considerations. According to Hanson (2003, 2005a, 2005b) and Hanson et al. (2005) the Uncanny Valley can be avoided and realism can be maintained as an objective for robotics if aesthetic is well. Additionally, in another experiment of MacDorman (2006b) where the participants are exposed to short films (30 to 60 seconds) of a wide range of human-like and android robots (a mobile robot, a manipulator arm, android heads, android robots, a human being), the results are more concordant with Hanson’s statement that the uncanny occupies a continuum ranging from the abstract to realism; the curves extracted from the same kind of evaluation described for the previous experiment in fact do not show the presence of a single valley of uncanny; the lines corresponding to strange versus familiar and of eeriness are almost mirror images. MacDorman (2006b) hence suggests the presence of multiple causes affecting the perception of realistic robotic artefacts and eventually provoking a sense of eeriness. These causes range from the deviation from the norms of physical beauty to the sense of disgust which is provoked by the perception of illness, disease, bad genes, to the elicitation of the fear if death and to the defences for coping with death’s inevitability. Hanson (2003) presents a survey of. studies in neurophysiology and neuro-imaging intended to confirm the following hypothesis alternative to the Uncanny Valley model: that the uncanny effect is the result of an alarm system which detects anthropomorphic entities and rings when patterns that signal crises are detected or when patterns that signal healthy presence are not detected. It is also proposed that the system produces expectations for more advanced verisimilitude cues in presence of anthropomorphic entities; if these expectations are encountered social interaction can be initiated; if they are not, a response of fear is triggered. But Hanson also insists that no warranty is given that all the kinds of deviation from verisimilitude will have the same effect on human reactions. All these causes are especially related to what I have called the narrow model of the Uncanny Valley, because they make reference to human-like or at least life-like contents of experience. MacDorman (2005a, 2005b, 2006a, 2006b) and MacDorman et al. (2006a, 2006b, 2006c) consider in fact that humanoid robots and androids in particular elicit expectations about the behaviour of the android (including social behaviour in interaction with human beings) that are based on the experience with human beings. In this way human-like robots become a precious instrument for the understanding of social behaviour of human beings but they are also subject to negative reactions when the raised expectations are frustrated by imperfect realism. The violation of expectations in itself is not considered by MacDorman (2005b, 2006c) as a sufficient condition for explaining the sense of eeriness provoked by realistic robots: in fact, not all forms of expectations violation result in a sense of eeriness. Thus, additional and probably multiple causes must be individuated that are specifically related to the expectations and other mental states provoked by human-like or at least life-like artefacts. It is proposed here that necessary actions to for the development of suitable test procedures for demonstrating the existence of an uncanny valley and for individuating the causes of the uncanny valley consist in the clarification of the different aspects of the phenomenon, and preliminary, in the clarification of the human mental state that Mori indicates with the term “sense of non- familiarity”2. This is in fact a term issued from commonsense language but it is not clear which are the psychological dispositions and attitudes at stake. 3. Sense of non-familiarity Mori’s description of the sense of non-familiarity can be factored into different components, in part emotional in part epistemic and propositional. Mori, in fact, presents two main examples of the uncanny. The first example is represented by a prosthetic hand which reproduces all the features of the visual aspect of a real hand. Mori sustains that people are shocked when they touch the prosthetic hand because it is cold and it lacks of soft tissue: the experience reveals uncanny, no more familiar and a sense of strangeness arise. The second example concerns prosthetic arms and in general human-like robots that are not only realistic in their aspect but can also move. Human movement is nevertheless perfectly reproduced. Mori hypothesizes that the view and touch of such moving artefacts is shocking and that it might provoke a sense of horror. We can hence extract the following components of the sense of nonfamiliarity: 2 Another aspect of the phenomenon to be clarified is indicated by Ramey (2005, 2006) in the similitude between humans and robots. According to the results of an experiment conducted by the author it seems that humand and robots are considered by the participants to share a number of analogies but it also seems that these analogies lay more in the components f the body than in those of the face. - non-familiarity/strangeness indicates the presence of an epistemic judgment relative to the believability of the experience: the experience with the uncanny entity is unbelievable, it evokes falsehood; shock reactions can be assimilated to strong reactions of surprise, and notably to a negative surprise or a surprise which is associated with negative, unpleasant emotions; - non-familiarity/fear/repulsion: negative emotions include a sense of horrible that has a shocking effect; the sensation of uncanny can be considered as composed of fear and repulsion. The two components are present also in the definition of the English term “uncanny” and of the Japanese term “bukimi”, which synonyms are: weird, ominous, eerie, strange, unfamiliar, bizarre, abnormal, alien, creepy, freakish, ghastly, horrible, spine-chilling (see MacDorman, 2006a). These components can hence be candidate for constituting the object of suitably developed measurement instruments and for further psychological and philosophical investigation. Another confirmation of the presence of two different components in the sense of non-familiarity is represented by the answers of the participants to an experiment effectuated by MacDorman (2005b) with humanoid robots and android heads; the test investigates the presence of defences normally provoked in human beings by reminders of death. The comments of the participants after having viewed the android head in fact make reference to emotions related to fear and disgust (“Scary female image”, “The first two images were disturbing”, “It made me feel sick just looking at it”, “The woman was frightening”) and also to a different kind of impressions that are in relation with strangeness rather than with fear (“Strange”, “I thought it was kind of bizarre”, “Weird lady”). Strangeness, bizarreness, weirdness are aspects of the sense of nonfamiliarity different from fear and disgust: they make reference to a judgment that is not necessarily connected with negative emotions but to the reaction in face of something new and unexpected: the judgment that a certain creature appears wrong and hence unbelievable. I will put forward a general hypothesis for explaining the aspect of fall of believability related to the phenomenon of the Uncanny Valley, general in the sense that the fall of believability can be observed in different types of experiences and not only in the case of the perception of human-like or life-like artefacts. This hypothesis is grounded on observations and experimental results in the domain of VR and also of normal perception and makes reference to the role of coherence and expectations in perception and to the effects of the violation of coherence and expectations. For what concerns the second aspect of the sense of non-familiarity, I suggest that negative emotions of the type fear/disgust are associated to the fall of believability in particular conditions, for instance when the content of the experience is represented by human-like or life-like artefacts. These considerations are transversal to different types of experiences such as non-mediated experiences in the perception of natural objects and events, non-mediated experience with robotic artefacts, mediated experiences with virtual or fictional objects and artefacts. 4. Believability Believability seems to be connected with coherence and with the respect of expectations activated during the experience. Discrepancy between the level of realism achieved for the physical aspect and the level of realism achieved for the motor behaviour or between the level of realism which is presented to different sensory modalities seems in fact to produce falls of believability. 4.1 Coherence between behaviour and physical aspect Mori suggests that realism in the sense of human-likeness does not depend only on the physical aspect of the artifact, but also on its movement. In particular, the presence of movement changes the shape of the uncanny valley: peaks and valley result exaggerated. Additionally, the variations in movement that cause human-like artifacts to fall into the uncanny valley are very slight: slight variations in speed or in the relation between the characteristics of velocity and acceleration produce the uncanny reaction. Bunraku puppets are cited as examples because even if they are not very realistic in their features they are felt as human-like thank to the characteristics of their movement. There is evidence since the ’50 that human figures can be identified from patters of biological motion obtained by placing light points at the joins of a human being and by showing the light points dynamic behavior against a black background. The considerations about the role played by movement in humanshape perception can be extended to the recognition of human emotions, style, gender (see for instance, Pollik, 2004) and also beyond the perception of human figures to general mechanisms of perception (Viviani, 1990). There is evidence in fact that the dynamic cues play an important role in the identification of the shape of the dynamic object. Viviani and colleagues (Viviani, 1989, 1997), for instance, have explored the effects of trajectory and velocity in the visual and kinesthetic perception of circular shapes and have demonstrated that varying the relationship between trajectory and velocity produces variation in shape perception and illusions that tend to re-establish a certain law that connects the two characteristics. Recent studies conducted in VR environments seem to confirm the role of behavioral cues in the evaluation of human-like figures (in this case of humanlike avatars). These studies also highlight the fact that, when the aspect and behavior of human-like figures is reproduced, the existence of an accord or consistency between the level of realism developed for the physical aspect and the level of realism developed for the behavior counts more than the achievement of high realism in one of the two aspects (for a review see Vynayagamoorly, 2005). The two following examples inquiry the impact of human-like avatars’ realism on the perceived quality of communication during a social exchange in a virtual environment. Both studies reveal that realistic aspect is not necessarily positively appreciated by users asked to enter in social interaction with virtual characters, and both studies argue that more anthropomorphic characters elicit elevated expectations toward the virtual character’s behaviour: when the expectations are not attended social interaction and the sense of presence or co-presence are diminished in respect to the condition in which the user interacts with very abstract virtual characters. Consistency between levels of realism seems hence to be more effective on believability, sense of presence and social interaction with virtual characters than high realism in the aspect or in the behavioural cues. In Nowak et al. (2003) it is put forward that human beings tend to project mental states such as beliefs and desires into many entities; this overgeneralization of intentionality has been described by Dennett (1996) as the intentional stance. Not every entity of the real or virtual worlds can trigger the intentional stance, but only entities that appear self-propelled, self-guided or volitional. This consideration might explain the reason why behaviour is so important for the believability of virtual agents as life-like entities: only an entity that shows behavior and movement can eventually show self-guided behaviour and volition. The fact that an entity is an avatar (a virtual entity animated by a human) or an agent (a virtual entity animated by the computer) is not so relevant in order to trigger the intentional stance and social reactions in the user when interacting with virtual characters: in an experiment conducted with three levels of anthropomorphism of avatars and agents (high aspect realism, low aspect realism and no aspect cues at all), in fact, the participants show the same level of co-presence, physical presence, social presence for avatars and agents; the high level of anthropomorphic aspect seems to have a positive effect on all the conditions. Nevertheless, the results also indicate that the absence of physical aspect raises the same responses of the anthropomorphic characters: it is hence argued that the tendency to project human characteristics in the other is made possible by high realistic simulations or by no simulations at all but not by lowlevel simulations. The low level simulation, in fact, would frustrate expectations about the human aspect that are not frustrated by the very realistic or not realistic at all conditions. In Garau et al. (2003) four conditions are tested: in the first one realistic physical aspect is associated with a less-realistic behaviour, in the second one realistic physical aspect is associated with realistic behaviour, in the third one non-realistic physical aspect is associated with realistic behaviour and finally non-realistic physical aspect is associated with non-realistic behaviour. The nonrealistic physical aspect is represented by a sort of sticky human and the behaviour is the avatar’s expressiveness represented by gaze: in the realistic option gaze is associated with the speaking and listening turns during the communication between the avatar and the human (inferred gaze), in the lessrealistic option random gaze is used. Four effects are measured through a questionnaire: face-to-face effectiveness, sense of co-presence, involvement and partner evaluation. The results indicate the following impact of behavioral realism with different levels of visual realism: for the lower realism avatar, the more realistic inferred gaze behaviour reduces face-to-face effectiveness, sense of copresence and partner evaluation, but has no effect on involvement; for the higher realism avatar the more realistic inferred gaze behaviour increases face-to-face effectiveness, sense of co-presence and partner evaluation. It hence seems that for lower realistic avatars, the realistic behaviour has a consistently negative effect. The opposite is true for more realistic avatars. In other words, it seems that low fidelity in one domain, physical aspect or motor behaviour, demands the same level of low fidelity in the other domains and that consistency between the visual aspect and the motor behaviour is necessary in order to produce effective communication and co-presence in the case of the interaction of human beings with artificial human-like entities. The result is somewhat surprising also in view of the statement about the importance of movement for realism advanced by Mori. Nevertheless this result suggests a hypothesis of explanation of the disruptive effects of the Uncanny Valley: that realism in one domain (physical aspect or motor behaviour) raises in the audience or users a certain number of expectations concerning the other domains; for instance a realistic representation of the motor behaviour of an entity raises certain expectations about the aspect of the entity. The effect of the violation of these expectations is more powerful than the effect of the motor behaviour. The relation between the audience or users and the artificial entity is disrupted. The consequence is not necessarily a sense of fear or disgust, but the entity does not capture the audience or users as it would do if the different domains were consistent for what concerns their realism. The importance of the consistency between levels of realism in order not to fall into the Uncanny Valley is also affirmed by Tromp et al. (1998) and Slater et al. (2001). 4.2 Coherence between different cues of the agent’s psychology In the domain of animation the quest for realism and the existence of specific applications with human-like avatars lead designers to try to produce rich agents, for instance agents that show emotions and personality. In addition to physical aspect and motor behaviour, these agents can be linguistic; additionally, the physical features, postures and motor actions are designed to work as cues for cognitive, emotional and motivational states and for personality. An interesting study about consistency in artificial agents by Nass et al. (2000) relate that the lack of consistency between cues that indicate the personality has negative consequences at least in the case of real human beings. The possibility of inconsistency is produced by the fact that human beings judge the personality of another agent (real, fictional or artificial) on the basis of a certain number of cues: way of speaking, way of moving, etc. Negative consequences are represented by the negative appreciation of users: users will like a character that presents inconsistent cues less than a character that presents consistent cues. Some possible reasons for this preference, or anyway, some advantages of consistency are indicated: consistency allows people to predict what will happen during social interaction (Fiske and Taylor, 1991), makes it easier to remember a person accurately (Cantor and Mischel, 1979), lightens cognitive load (Fiske and Taylor, 1991). Like and dislike can be instantiated by the fact that people prefer to engage with agents that can be labelled consistently. Dislike is not the same thing as non-believability. Nevertheless, there is a common point between non-believability of inconsistent entities and dislike toward inconsistent characters. It seems in fact that people turn to nonverbal cues to see if they are inconsistent with the verbal ones when they want to detect deception (Ekman and Friesen, 1974) (Ekman, 1980). This means that inconsistency between verbal and non-verbal cues alerts to falsehood and makes the inconsistent speaker untrustworthy. In the design of artificial fictional characters the requirement of consistency is pragmatically respected (Field 1994; Thomas and Johnston 1981). An experiment conducted and described by Nass et al. (2000) and Isbister and Nass (2000) on the appreciation of artificial characters with consistent and inconsistent personality cues (verbal personality and non-verbal personality) confirms that users like consistent character more than inconsistent ones and also that they find consistent characters as more useful, more fun to interact with, and more charismatic than the others. It is worth noticing that consistency in this case concerns verbal and nonverbal cues that are used by human beings as indications of personality and not realism as applied to the couple represented by physical aspect and motor behaviour, as it is the case for Mori’s model and the discussion about the Uncanny Valley in general. This consideration suggest that when believability is at stake, coherence plays a general role which is not bound to the style in which agents or characters are presented (more or less realistic) and to the aspects of the agent that present some form of inconsistency (such as physical aspect and motor behaviour). 4.3 Coherence between physical aspects that affect different sensory modalities The first case of strangeness and uncanny described by Mori is the prosthetic hand which has a very realistic visual aspect but is cold and lacks of softness. This case can be considered as an example of experience of multisensory conflict: a discrepancy subsists between the information for the visual sensory modality and the information for the touch sensory modality. According to Mori’s example, the subject who attributes the two inconsistent sensations to one and the same object experiences a sense of non-familiarity. An associated behavioural reaction is constituted by surprise. This remark is supported by a number of studies in the domain of perception concerning the experience of intersensory conflicts and a number of studies about the effects of violations of coherence in perception. Intersensory conflicts are the effect of the exposition to discrepant stimuli for different sensory modalities and of the combination of these discrepant stimuli into one and the same perceptual outcome. The experience of intersensory conflicts is quite rare in normal perception, even in presence of discrepant information. In fact, when faced to discrepant information the perceptual system shows a tendency to solve the conflict in favour of intermediate solutions between the discrepant stimuli or of dominance solutions in favour of one of them (Welch and Warren, 1981). This tendency suggests a sort of preference of the cognitive system for coherence. In the rare situations in which discrepancy cannot be solved, the subject experiences an explicit conflict. The experience of conflict is associated to a reaction of surprise and to the judgment that the experience in cause is impossible, hence wrong. For instance, when certain muscles of the limbs are vibrated by a suitable instrument, a discrepancy is produced by information from the receptors within the muscles and tendons and the receptors within the joints (Goodwin et al., 1972) (Craske, 1977). In this situation the subject experiences an illusion as if the vibrated limb was moving toward a certain position; but if the vibrated limb is in a specific position at the beginning of the experiment and the experimenter prevents the limb from moving, the subject experiences a movement which goes beyond the anatomic possibilities of the joints, an impossible movement. The movement is immediately identified as impossible by the subject, who hence judges that there is something wrong in his experience, that what he perceives cannot be true: “the arm is being broken”, “it is being bent backwards, it cannot be where it feels” and the arm is felt as being “in two places at once”. Thus, the subject is put into the condition of emitting an epistemic judgment concerning his experience (there is an error in this experience) on the basis of the characteristics of the experience itself. Other violations of perceptual coherence are represented by the experience with perceptual paradoxes, in particular with impossible and ambiguous figures. As in the case of intersensory conflicts the presence of a violation of coherence provokes a reaction of surprise and also a sense of bizarreness and wrongness. The perception of the Penrose two-pronged triangle (both in the twodimensional and in the three-dimensional versions), for instance, immediately provokes a sense of wrongness, even if no error can be attributed to the perception of the figure or of the object. Also in this case, the sense of wrongness is associated with a sense of impossibility. According to Gregory (1973, 1997) impossible figures make use of pictorial rules in order to create the impression of the third dimension, but then some of these rules are broken by other cues in the figure, so as to make the object impossible to construct. The illusion of an impossible figure is thus explained as the application of opposite rules for one and the same depiction. The two-pronged triangle, for instance, is a possible drawing following the rules of two-dimensional depiction, but becomes an impossible object when the rules of three-dimensional depiction are applied. Ambiguity is the main characteristics of the experience with other patterns of lines such as the perception of the Necker cube: the observer is not able to judge the orientation of the cube, since the cube alternatively appears to have two different orientations. A similar phenomenon is instantiated by the figure of the Woman of Boring, the figure of the Vase of Rubin and the duck-rabbit figure, just for citing some well-known figures. In all these cases, the perceptual experience is ambiguously double: for instance, the same figure can be interpreted as a duck and as a rabbit. It is interesting to notice that the two interpretations cannot be synchronic: the visual system seems to have no choice but to access one aspect at a time. Even if the subject has experienced both the interpretations, and thus knows that two interpretations are possible, he cannot perceive them simultaneously. Human beings seem hence to have a special attitude through stimuli that can be ‘interpreted’ as being two different entities or figures at the same time: they separate their descriptions, saying that they see, now, the stimulus as one object, and, then, as another (Wittgenstein, 1958). Following these examples, we can suggest that in the case of the perception of paradoxes, there seems to be no error, in the sense of a departure from the reality of the pattern of lines which is perceived. In fact, the subject correctly perceives all the features of the figure. But the fact that two possible interpretations are both present in the one and the same perceptual experience, and that they are not reciprocally compatible, provokes a reaction of wrongness, surprise and indecision. Even if one interpretation can be primed, the subject experiences indecision between the two interpretations. We can hence advance the following considerations: that the wrongness or bizarreness of the experience appears to be related to the presence of a discrepancy between the contents of two present experiences, hence to what we can call a synchronic violation of coherence; and that the presence of a synchronic violation of coherence makes the experience feel bizarre and even impossible. 4.4 The reaction of surprise Another consideration concerns the reaction of surprise that accompanies violations of coherence. Surprise reactions are typically associated with the presence of unfulfilled expectations. The frustration of expectations can be considered as a violation of a diachronic form of coherence because inconsistency stands between the content of the actual experience and the content of an expectation based on past experiences or knowledge. But it is also possible that the experience in a certain sensory modality activates a corresponding expectation for the other sensory modalities: that the visual experience of a square shape activates a corresponding expectation for the touch modality, that if the object which is actually seen would also be touched the touch modality would reveal the presence of a square. When multisensory discrepant information is combined in one and the same percept the violation of coherence is connected to the frustration of cross-modal expectations. MacDorman (2005b) cites the possibility that elicitation and violation of expectations might occur cross-modally, but he asserts that in this case the sense of eeriness which he considers specific of the Uncanny Valley model is absent. Even in absence of sense of eeriness, the violation of coherence between different sources of information or between expectations activated by different sources of information can be judged as negative or unpleasant in virtue of the negative adaptive value of violations of coherence. In this case the reaction of surprise provoked by the detection of an error can be accompanied by negative emotions (even if not necessarily fear or disgust) because of the fact that, as when an error is committed, the subject who is faced with ambiguity cannot act properly, since perception cannot guide his action toward a non-ambiguous well identified target. Different studies indicate in fact that violations of coherence (as the ones related to illusions we are immediately aware of) present a negative adaptive value. Coherence and the recognition of violations of coherence could, on the contrary, have a positive adaptive value for the subject. In the domain of neurophysiology Stein and Meredith (1993), for instance, underline the importance of the coherence of the perceptual experience for the action and the adaptation of the organism with regard to the environment. The integration of information from different sources presents a positive effect on the neural activation even for low stimulations; in general, coherence seems to present an important adaptive value, especially for the correct programming of action when information is inconsistent, on the contrary, the effect is disrupting upon action: the action is either inhibited or directed toward a wrong target. It is plausible to hypothesize that the consequence of an explicit conflict or of a violation of coherence in general is the inhibition of action, a break in decision making because of the ambiguity of the sensory information available. The subject prepares himself for action (at a personal or at a sub-personal level) in a way that is attuned with the perceptual characteristics of the object that is the target of the action. When the content of perception is ambiguous or when some of the qualities of the object are actually perceived as mutually inconsistent, then the indications or the action might be ambiguous too. As for what concerns the emotions of disgust and fear, we can hypothesize that they are evoked only by special situations, such as the perception of human-like agents. When human characters are the objects of perception the presence of synchronic violations of coherence and violations of expectations might present an additional negative value connected with the special place occupied by the perception of faces or of human beings in the cognitive and emotional functioning. The sense of non-familiarity would hence be present in its complete formulation (judgment of non-believability with negative value of the experience associated to negative emotions of fear and disgust) only in the case of human-like agents that present some form of resemblance with humans and in the case of the violation of the expectations aroused by this resemblance. But the idea of a negative valley with no fear and disgust (negative judgment of believability and negative surprising effect) could be extended toward a more general condition including entities that are not necessarily human-like or toward characteristics of human-like entities that do not necessarily concern the realism of their aspect and behaviour. 4.5 Believable agents Even in absence of considerations concerning emotions of fear and disgust, the production of human-like believable agents is strongly concerned with considerations about realism. The aim of producing believable agents is a primary objective in computer animation, both for films and VR; but it has been a crucial question even for more traditional media displaying stories with characters, such as classic animation, dramas, films, comics, books, etc. The problem of the opportunity of seeking for realism in order to produce believable characters has been faced in particular for animation, comics and VR. In each of these domains we can find positions that are next to Mori’s advice to robots’ designers of avoiding the first peak of the uncanny valley and of seeking for new forms and features. A classic approach to believability in animated agents in fact was provided by Thomas and Johnston in their famous book “Disney: the illusion of life”: believability is conceived as the illusion of life, the illusion that even the oddy, caricatural, unrealistic characters of animation movies are alive. The same approach has been adopted for comics, as testified by McCloud’s reference book “Understanding comics”. McCloud underlines the role of abstraction, simplification and amplification in the depiction of comics characters: the effect of the practical requirement in traditional animation where thousands and thousands of drawings have to be produced, the necessity of using extremely simple, non-realistic imagery and to seek to abstract and extract the essential features of a character, reveals to be a theoretical requirement for producing more believable characters. Abstraction allows in fact to highlight the essential characteristics of the depicted agent. This line of thinking is re-taken in the domain of VR, the new interactive medium, by the researchers of the Oz Project, a project for creating believable interactive dramas with believable agents. Agents are interactive characters. Bates (1992, 1994) states that believable characters and agents are designed in such a way as to provide the illusion of life and as to permit the suspension of disbelief. In general believability is identified with a feeing of reality or an illusion of reality: the (false) sensation that the world and agents the user is interacting with are real even if not realistic. Realism, Bates re-affirms, is in fact rarely effective in producing the sense of reality. Scott-Reilly (1992, 1995) motivates this consideration on the basis of the expectations that are evoked in the spectator or user: realistic, human-like characters activate in the spectator or user expectations that are connected to human beings. Since it is very difficult, or even impossible, to produce characters that are exactly like human beings, a way to produce believable characters is to lower the spectator or user expectations by presenting him with cartoonist or alien characters. In the first way the expectations about the physical aspect are lowered, in the second way even the behavior of the agent can diverge substantially from those of human beings. The idea behind this suggestion is that it is much more difficult to disappoint or deceive a spectator or a user with few expectations than a spectator or user with a lot of expectation about how the agent should look and behave. Nevertheless, additional premises should be added in order to justify the invitation to the lowering of expectations: that spectators and users hold a certain number of expectations based on their experience with the real world or even with fictional and virtual worlds; that some of these expectations are activated by the characteristics of the artificial world and agents they are exposed to; and that the respect or frustration of these expectations matters for their believability. We can call this a case of diachronic coherence or violation of coherence in that the experiences that are respected or frustrated are activated in the context of the experience but are based on beliefs and knowledge that the spectator or user holds from his previous experience. These premises constitute an hypothesis about the factors that enhance or depress believability and this hypothesis is consistent with the considerations we have drawn in the case of conflicts between the realism of the physical aspect and the realism of behavior, that is that synchronic violations of coherence provoke a fall of believability. We can hence advance the following general hypothesis: that violations of coherence and frustration of expectations at the synchronic and at the diachronic level are fatal for the believability of fictional and virtual agents and worlds. It follows that minimal requirements for enhancing believability in general consist in the respect of the expectations that are activated by the context of the interaction, by the characteristics of the virtual or fictional world and by the characteristics of the virtual or fictional agents. In addition to respect internal coherence, designers should hence consider the expectations that are hold by the users or spectators and that can be activated during the designed experience. Mateas, Loyall, Bates, Reilly and the other representatives of the Oz project, for instance, suggest that believable characters must be rich, in the sense of showing (through the aspect and behavior) a rich psychology (Mateas, 1999, 2002), (Loyall, 1997). Characters’ psychology includes the same aspects we expect to find in normal, natural agents: personality, emotion, self-motivation, change, social relationships. Nevertheless, the manifestation of these states cannot be as shaded is it can be fro natural entities of the real world: also in the case of internal states exaggeration, isolation and a suitable timing is required in order to make emotions, personality, etc. recognizable to the users and viewers. Even in this case realism works against believability because it prevents the identification of the psychological state which is represented. The indicated requirements are not necessarily the minimal requirements for creating believable characters and agents. Their effect can be double. On one side, adding more or less rich psychology can make agents with minimal physical aspect look more believable. On the other side, other opportunities for the production of incoherence (in addition to incoherence between physical aspect and motor behaviour) are created by adding components to the agents’ characterization. Experimental research only can provide indications about which of the two effects dominates and how contextual circumstances, aims, applications can eventually produce shifts from one effect to the other. 4.6 Different meanings of realism Two meanings of “realistic” emerge in connection with the notion of believability: realism in the sense of simulation of the real world, of faithful reproduction of the physical features of the world and entities; and realism as a mental state, a feeling based on a form of deception: the fictional or virtual world and entities are taken as being as real as the real world is, even if they do not share many resemblances with the real world. We can make reference to the first meaning as photorealism, but we should consider that the aim of faithfully reproducing the physical characteristics of the real world might concern other sensory modalities than vision. New, multisensory interfaces for VR in particular aim at producing believable experience for different sensory modalities, such as vision audition and touch. It seems hence better to make reference to this form of realism as to realism as simulation. This is the kind of realism which is implied when the agents are not only intended to produce an illusion of life or to be generally human-like, but they also intended to resemble to real human beings or other existing entities of the real world. The second meaning of believability is a mental state of illusion of reality and of life: agents look real or alive without resembling to any existing entity of the real world. This meaning is far for being conceptually and psychologically clear. It can be understood as an illusion of non-mediation: the illusion of being there in the fictional or virtual environment or the illusion that there is no medium between the user and the fictional or virtual environment. But it is not evident that users and film or other media audience mistakenly take a fake world for real or that believability require this error. When children play with a stick and pretend it to be a sword they do not take the stick for a real sword, they just pretend and make-believe. Why shouldn’t adults do the same thing when interacting with fictional or virtual worlds? In other words believability might be revealed by the appropriate behaviors of an adult who acts as if the virtual or fictional agents (whatever their similarity to existing creatures of the real world) were real. 5. The uncanny as repulsion and fear The sense of fear or repulsion raised by humanoid robots is discussed in particular by MacDorman (2005b) and a measurement instrument is suggested. This instrument is directed to understand if the view of uncanny robotic figures elicits in human beings the same kind of reactions they would have in presence of death reminders, hence if the sense of uncanny is related to the fact of raising thoughts about death and mortality. Other hypotheses advanced by MacDorman in order to explain the specificity of the reaction of human beings face to humanlike robots include, as we have previously seen, the presence of cues that remind illness, bad genes, or of cues that deviate from the norms of beauty. In some way, androids could remind us the possibility of being substituted by a sort of Doppelganger, they could evoke the image of a disassembled body or even of a soulless living entity (MacDorman, 2006a). In all these cases death is reminded to the human subject and could evoke specific defences. 5.1 Reminders of death MacDorman (2005b) attributes the sensations associated with the Uncanny Valley to the violation of unconscious expectations, and specifically to the violation of human-directed expectations. In fact many non-biological phenomena can violate our expectations without provoking the sensation that MacDorman characterizes as “eeriness” and which is associated with the experiences that fall into the Uncanny Valley. MacDorman sought to explain the specificity of the expectations and sensations provoked by human forms rather than other kinds of artefacts. The model of explanation of the Uncanny Valley proposed by MacDorman is hence strictly related to the artefacts that represent human beings or their parts and that specific form of realism which is humanlikeness. Human-like robots are supposed to elicit the same kind of expectations raised by the sight of human beings. A hypothesis suggested by MacDorman for the explanation of this aspect of the Uncanny Valley phenomenon is hence that humanoid robots which do not perfectly resemble to human beings work as a reminder of mortality. Human-like robots that are not animated, or that are animated in a non-fully realistic way, may look dead because they are not able to satisfy all the human-directed expectations they elicit. As zombies and other entities that remind death, these robots might raise in the human being the same defences raised by reminders of death, defences that are related to death thought and to the awareness of death, and that can be conscious or unconscious. MacDorman (2005b) hence adopts a behavioural test based on the Terror Management Theory and displays the relative instruments of evaluation of the presence of reactions of defence toward death and mortality thoughts. Another hypothesis emitted by MacDorman, which is not tested, makes reference to human-directed expectations but not to reminders of mortality; it is suggested that, in analogy with human beings, androids elicit expectations and context-appropriate behaviour in people interacting with them and that imperfect androids might violate the other’s expectations about how to go on. This disturb in the expectation-action process might be at the origin of the uncanny sensation. Nevertheless no proof is given of the fact that a feeling of uncanny is associated with humanoid figures and no specification is provided about which characteristics of the realistic human figure would be responsible for the emerging of the feeling of uncanny. 5.2 Return of familiar emotions and beliefs that have become unfamiliar The effort of explaining the psychological causes of the feeling of repulsion, disgust, uneasy, eeriness which arises in response to certain situation in life and fiction is at the centre of Freud (1919). The uncanny is in this case the translation of the German Unheimlich. Freud criticizes the idea that the sense of uncanny is caused by a form of cognitive incertitude, by situations that are new and not clear, as in the paradigmatic case in which a subject is taken by the doubt that a certain animated creature is really alive or that an object is animated. This paradigmatic case is exemplified by dolls and automats ad in particular by a fictional figure: Olympia of Hoffmann’s Sandman. As MacDorman’s test uncanny robotic heads and Mori’s imperfect human-like robots, Olympia is a human-like automat with no movement. The reader is hence disturbed by the incertitude relative to the fact that Olympia is a real person or an automat. Freud rejects both the idea of the cognitive incertitude and the idea of the ambiguity between real life and imitation of life, reality and representation. Even in the case of Hoffmann’s tale, the sense of uncanny is attributed to the fact that something which is familiar to the subject (Heimlich) but which should have been stayed hidden (again a meaning of Heimlich) has become overt. In the case of the Sandman tale, a complex of castration is associated to different elements in the story in which is present the fear of loosing one’s own eyes (Olympia’s eyes are provided by a strange, paternal figure who extracts the eyes to children); the fear of castration is a familiar feeling which has been removed and which Hoffmann tale evokes. Dolls, doppelgangers and automats are particularly effective in producing a sense of uncanny because they evoke an early stage of life characterized by animistic thoughts (such as the possibility to give or annihilate life by thought, or the fact that even objects are animated, or the fact that everyone of us has a doppelganger or soul). 5.3 Face recognition mechanisms In view of providing a scientific explanation of the reaction of fear and disgust associated to imperfectly realistic robots it seems useful to question cognitive neurophysiology and also pathology. Human faces and figures constitute in fact special objects for perception: not only specific areas of the brain are dedicated to their identification, but these areas are activated even from little details. Comic artist McCloud (1993) offers a nice illustration of the salience of few details for face perception and of the strong bias toward the perception of simple figures with some evoking details as faces: if one draws a series of closed figures of different, even very irregular, shapes and then places a little two circled form within the shapes the resulting drawing will strongly evoke a face. Hanson (2003) proposes a survey of studies on human face perception and indicates neuro-imaging on human face perception as the most suitable source of evidence for individuating the conditions that provoke uncanny reactions. Pathology constitutes a rich domain of evidence about the specificity of the perception of human figures too and it designates some of the conditions that make human-like figures perception become uneasy, creepy and frightening. Some pathological phenomena in fact can be explored in which the feeling of uncanny is related to human-like figures with particular characteristics; these phenomena are mainly classified as delusional misidentification syndromes. The following pathologies constitute some examples that present a certain affinity with the eerie sensations of the uncanny valley: - Capgras syndrome or delusion is a disorder characterized by the belief that a close relative has been replaced by an impostor, robot or alien; the misidentification seems to be related to a loss of emotional response toward familiar faces (there is no differential autonomic response to familiar and unfamiliar faces). o An interesting fiction example of this form of misidentification is represented by the novel and movies dedicated to invasions of body snatchers who come as seeds from another planet and replace human beings with duplicates that are identical to the victim but lack of human emotions; relatives are frightened when they notice this lack of emotional response which is indicated as the only way for recognizing alien impostors. - Another phenomenon related to Capgras delusion is the so called Syndrome of subjective doubles: the subject beliefs in the existence of a doppelganger of himself, with the same appearance but different character. The doppelganger is a double of an individual who is not that individual. o Two exemplar movies based on the existence of doubles are Doppelganger (1969) and Mirror image (1959). - In Fregoli delusion the subject holds the belief of being persecuted by a person who takes different appearances. As in the two previous syndromes the subject is hence faced to impostors. Other delusional misidentification syndromes exist, but what is interesting in the cited cases is that appearance is no more related to identity and that the subject is frightened by the impostor. The syndromes are attributed to disruptions in the mechanisms of face perception caused by different forms of brain damage or other neurological disorders. A hypothesis for explaining the sense of fright produced by imperfect human-like figures based on perceptual and cognitive mechanisms is the following: when seeing a human face certain specific brain area connected with human face recognition are activated. There is evidence that these areas are activated also for very poor or blurred images of human faces. Nevertheless, when human-likeness is not perfectly achieved or when the human-like figure presents certain characteristics a disruption is produced in the mechanisms for face recognition. This disruption is in some aspect analogous to the one which is present in the cited misidentification syndromes. Hence the figure is perceived in some sense as an impostor and the impostor is associated to fear as it happens in the cited misidentification syndromes. 6. Conclusions The model of the Uncanny Valley can be inquired from different points of view, and in particular it can be considered in a narrow or broad sense. The narrow sense consists in the specific mathematical curve proposed by Mori for describing human beings’ reactions to realistic human-like robots; this curve still needs experimental investigation in order to be confirmed or disconfirmed. Any experimental investigation concerning the Uncanny Valley model requires preliminary clarification of the problems at stake, in particular for what concerns the psychological states that are supposed to be provoked by the spectacle of realism (such as the sense of familiarity or non-familiarity), the meaning of and quantification of realism, the theoretical hypotheses that are presupposed by the model. Broadly intended, the model of the uncanny valley expresses a number of interesting suggestions for lines of inquiry in the domain of mediated interaction, some of which find local experimental or at least anecdotic confirmation in the literature about old and new media, such as comics, classic animation, computer animation and VR. The elements that compose the broad problem of the uncanny valley are in fact real, virtual or fictional agents or other entities that populate real, virtual or fictional worlds and that present some form of realism; the term “realism” can be used in two ways: as simulation of the properties of existing entities of the real world or as believability with more or less realism. On the side of the subjects of the experience, the components of the problem are constituted by the emotional, cognitive and behavioral reactions exhibited by the users or spectators; these reactions have been described in different ways: Mori used the generic term “sense of familiarity” but other terms have been used for describing the behavioral and cognitive effects (such as “sense of presence” or “co-presence”, “enjoyment”, “engagement”, “illusion of reality”, “illusion of nonmediation”, etc.) and the feelings or emotions evoked (eeriness, uncanny, fear, disgust, etc.); what is common to the different views presented is the idea of a negative valley of appreciation in response to a certain level of realism or to the presence of discrepancies between the level of realism achieved for certain of the agents’ aspects .but not for other. It has been suggested here that the cognitive-behavioral components of the spectators’ or users’ response should be considered separately from the emotional components. In fact, the negative valley of appreciation (referred here as a negative judgment of believability associated with negative surprise) is present even in absence of the sense of uncanny (fear and disgust) in all the cases in which certain expectations are frustrated and the coherence of the experience is violated. These expectations are activated by the context of the interaction (the real, fictional or virtual world, eventually the narration or story which is presented) and by the entities that populate the real world (such as material robotic artifacts) or fictional and virtual worlds (such as fictional characters or virtual agents, but also fictional and virtual objects or environments). The violation of coherence can happen at the synchronic level, as when realism (simulation) in the physical aspect of an agent is inconsistent with realism (simulation) in the behavior of the agent, or when one object is realistic (simulates properties of a real object) in its visual aspects but not in what concerns its haptic properties. Violation of coherence can also happen in absence of realism as simulation: when the expectations raised by the experience with one sensory modality are frustrated by simultaneous experiences with other sensory modalities, the effect is a conflict which is perceived as impossible, wrong and hence non-believable. The violation of coherence can also happen at the diachronic level: some of the characteristics of the context and entities, in fact, can activate expectations that are held by the subject and that are frustrated by other aspects of the experience. Realism as simulation and agents represent special cases within this general model. 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Available: http://www.robotjohnny.com/2004/10/04/pixar-and-the-uncanny-valley/. Uncanny Valley, Wikipedia: http://en.wikipedia.org/wiki/Uncanny_Valley uncanny valley, wordspy: http://www.wordspy.com/words/uncannyvalley.asp Weschler, L. (2002). Why is this man smiling? Wired, 10.06. Zoesis: http://www.zoesis.com/corporate/n-index.html The phenomenon of the Uncanny Valley is the object of debate between researchers from several domains ranging from robotics to VR to psychology and sociology at “Toward Social Mechanisms of Android Science. A CogSci-2005 Workshop”, ICCS/CogSci-2006 Long Symposium (special session dedicated to Uncanny Valley), see androidscience.com, and Interaction Studies 7:3, bin/t_bookview.cgi?bookid=IS%207%3A3. see http://www.benjamins.com/cgi-