Saturday, July 19, 2008

Word of the Day: the Uncanny Valley

Summary:
In video gaming and robotics, the paradoxical point at which a simulation of life becomes so good it's bad. A term coined by the Japanese roboticist Masahiro Mori.

Notes:

  • Mori observed that the more humanlike his robots became, the more people were attracted to them, but only up to a point:
    • if an android become too realistic and lifelike, suddenly people were repelled and disgusted.
  • The problem is in the nature of how we identify with robots
    • When an android, such as R2-D2 or C-3PO, barely looks human, we cut it a lot of slack.
      • It seems cute.
      • We don't care that it's only 50 percent humanlike.
    • But when a robot becomes 99 percent lifelike—so close that it's almost realwe focus on the missing 1 percent.
      • We notice the slightly slack skin, the absence of a truly human glitter in the eyes.
      • The once-cute robot now looks like an animated corpse.
      • Our warm feelings, which had been rising the more vivid the robot became, abruptly plunge downward.
      • Mori called this plunge "the Uncanny Valley."
  • As video games have developed increasingly realistic graphics, they have begun to suffer more and more from this same conundrum.
    • Games have unexpectedly fallen into the Uncanny Valley.