1. Masahiro Mori created a theory which states that the more a robot or other human looking imitations act like a human or look like a human, the more captivating it would be to human beings. The “valley” refers to the dip in which the data is represented on a graph charting human responses to robots. Mori found that if something that is clearly not human being and given human qualities we find those qualities endearing, however if we give it too many human qualities it starts looking like an imperfect integration, but if the character is indistinguishable from a human beings and will be appealing to humans. Furthermore this means that if an object is not human like but has human like qualities, then the object will be appealing, however if the object is human-looking and has human qualities, the object will not be appealing because it’s non-human characteristics is all the audience will pay attention to. There are several theories that explain the fundamental spectacles of the uncanny valley and here are a few: the fact that if a model is human-like but not quite, the main focus will be how it is not human-like with error beings pointed out. Also, if a model is human-like it causes religious conflicts within religions, as to being a menace to human beings; such religions may include Islam, Christianity and Judaism (MacDorman, 2006). The Uncanny Valley has been criticized and here are a few of its critics.  David Hanson has stated that objects being portrayed with human characteristics will have a disparaging response. He adds that by having individuals critique photographs that have been altered from humanoid robots to humanoid robots to android robots to human beings, may perhaps be changed by adding cartoonish features to the object which had fallen into the valley at first. Hanson also critiques that the uncanny seems to look at any point of human likeness, and that individuals cultural backgrounds may have an impact on how models are observed with respect to the uncanny valley. An example is the video game NBA 2K9, in this video game the players are human-like however, we can obviously distinguish the players from human beings which we respond to this game in a positive manner. However, in the film The Polar Express, the characters seem to be repulsive and too human-like which we respond to this in a negative manner.

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2. For human likeness, there isn’t really a clear-cut definition. However the point is not the definition, the point is the definition in the context which the word is being used in. Masahiro made the observation that if you make an entity more human like, they seem familiar. Generally speaking, we would assume that the more an entity is human-like than the more familiar it would be from the beginning of the graph to the end giving us a linear pattern. However he argued that a model that is too human-like could seem very eerie, which he presented as the ...

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