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Chen Y, Stephani T, Bagdasarian MT, Hilsmann A, Eisert P, Villringer A, Bosse S, Gaebler M, Nikulin VV. Realness of face images can be decoded from non-linear modulation of EEG responses. Sci Rep 2024; 14:5683. [PMID: 38454099 PMCID: PMC10920746 DOI: 10.1038/s41598-024-56130-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/02/2023] [Accepted: 03/01/2024] [Indexed: 03/09/2024] Open
Abstract
Artificially created human faces play an increasingly important role in our digital world. However, the so-called uncanny valley effect may cause people to perceive highly, yet not perfectly human-like faces as eerie, bringing challenges to the interaction with virtual agents. At the same time, the neurocognitive underpinnings of the uncanny valley effect remain elusive. Here, we utilized an electroencephalography (EEG) dataset of steady-state visual evoked potentials (SSVEP) in which participants were presented with human face images of different stylization levels ranging from simplistic cartoons to actual photographs. Assessing neuronal responses both in frequency and time domain, we found a non-linear relationship between SSVEP amplitudes and stylization level, that is, the most stylized cartoon images and the real photographs evoked stronger responses than images with medium stylization. Moreover, realness of even highly similar stylization levels could be decoded from the EEG data with task-related component analysis (TRCA). Importantly, we also account for confounding factors, such as the size of the stimulus face's eyes, which previously have not been adequately addressed. Together, this study provides a basis for future research and neuronal benchmarking of real-time detection of face realness regarding three aspects: SSVEP-based neural markers, efficient classification methods, and low-level stimulus confounders.
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Affiliation(s)
- Yonghao Chen
- Department of Neurology, Max Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany.
| | - Tilman Stephani
- Department of Neurology, Max Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany
| | | | - Anna Hilsmann
- Department of Vision and Imaging Technologies, Fraunhofer HHI, Berlin, Germany
- Visual Computing Group, Humboldt-Universität zu Berlin, Berlin, Germany
| | - Peter Eisert
- Department of Vision and Imaging Technologies, Fraunhofer HHI, Berlin, Germany
- Visual Computing Group, Humboldt-Universität zu Berlin, Berlin, Germany
| | - Arno Villringer
- Department of Neurology, Max Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany
- Clinic of Cognitive Neurology, University Hospital Leipzig, Leipzig, Germany
- MindBrainBody Institute at the Berlin School of Mind and Brain, Humboldt-Universität zu Berlin, Berlin, Germany
| | - Sebastian Bosse
- Department of Vision and Imaging Technologies, Fraunhofer HHI, Berlin, Germany
| | - Michael Gaebler
- Department of Neurology, Max Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany
- MindBrainBody Institute at the Berlin School of Mind and Brain, Humboldt-Universität zu Berlin, Berlin, Germany
| | - Vadim V Nikulin
- Department of Neurology, Max Planck Institute for Human Cognitive and Brain Sciences, Leipzig, Germany.
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2
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Diel A, Sato W, Hsu CT, Minato T. The inversion effect on the cubic humanness-uncanniness relation in humanlike agents. Front Psychol 2023; 14:1222279. [PMID: 37705949 PMCID: PMC10497116 DOI: 10.3389/fpsyg.2023.1222279] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/14/2023] [Accepted: 08/11/2023] [Indexed: 09/15/2023] Open
Abstract
The uncanny valley describes the typically nonlinear relation between the esthetic appeal of artificial entities and their human likeness. The effect has been attributed to specialized (configural) processing that increases sensitivity to deviations from human norms. We investigate this effect in computer-generated, humanlike android and human faces using dynamic facial expressions. Angry and happy expressions with varying degrees of synchrony were presented upright and inverted and rated on their eeriness, strangeness, and human likeness. A sigmoidal function of human likeness and uncanniness ("uncanny slope") was found for upright expressions and a linear relation for inverted faces. While the function is not indicative of an uncanny valley, the results support the view that configural processing moderates the effect of human likeness on uncanniness and extend its role to dynamic facial expressions.
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Affiliation(s)
- Alexander Diel
- Guardian Robot Project, RIKEN, Kyoto, Japan
- Cardiff University School of Psychology, Cardiff University, Cardiff, United Kingdom
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3
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Treal T, Jackson PL, Meugnot A. Biological postural oscillations during facial expression of pain in virtual characters modulate early and late ERP components associated with empathy: A pilot study. Heliyon 2023; 9:e18161. [PMID: 37560681 PMCID: PMC10407205 DOI: 10.1016/j.heliyon.2023.e18161] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/14/2022] [Revised: 06/21/2023] [Accepted: 07/10/2023] [Indexed: 08/11/2023] Open
Abstract
There is a surge in the use of virtual characters in cognitive sciences. However, their behavioural realism remains to be perfected in order to trigger more spontaneous and socially expected reactions in users. It was recently shown that biological postural oscillations (idle motion) were a key ingredient to enhance the empathic response to its facial pain expression. The objective of this study was to examine, using electroencephalography, whether idle motion would modulate the neural response associated with empathy when viewing a pain-expressing virtual character. Twenty healthy young adults were shown video clips of a virtual character displaying a facial expression of pain while its body was either static (Still condition) or animated with pre-recorded human postural oscillations (Idle condition). Participants rated the virtual human's facial expression of pain as significantly more intense in the Idle condition compared to the Still condition. Both the early (N2-N3) and the late (rLPP) event-related potentials (ERPs) associated with distinct dimensions of empathy, affective resonance and perspective-taking, respectively, were greater in the Idle condition compared to the Still condition. These findings confirm the potential of idle motion to increase empathy for pain expressed by virtual characters. They are discussed in line with contemporary empathy models in relation to human-machine interactions.
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Affiliation(s)
- Thomas Treal
- Université Paris-Saclay CIAMS, 91405, Orsay, France
- CIAMS, Université d'Orléans, 45067, Orléans, France
| | - Philip L. Jackson
- École de Psychologie, Université Laval, Québec, Canada
- Centre Interdisciplinaire de Recherche en Réadaptation et Intégration Sociale (CIRRIS), Québec, Canada
- CERVO Research Center, Québec, Canada
| | - Aurore Meugnot
- Université Paris-Saclay CIAMS, 91405, Orsay, France
- CIAMS, Université d'Orléans, 45067, Orléans, France
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4
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Vaitonytė J, Alimardani M, Louwerse MM. Scoping review of the neural evidence on the uncanny valley. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2022. [DOI: 10.1016/j.chbr.2022.100263] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022] Open
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5
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Shape of the Uncanny Valley and Emotional Attitudes Toward Robots Assessed by an Analysis of YouTube Comments. Int J Soc Robot 2022. [DOI: 10.1007/s12369-022-00905-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/15/2022]
Abstract
AbstractThe uncanny valley hypothesis (UVH) suggests that almost, but not fully, humanlike artificial characters elicit a feeling of eeriness or discomfort in observers. This study used Natural Language Processing of YouTube comments to provide ecologically-valid, non-laboratory results about people’s emotional reactions toward robots. It contains analyses of 224,544 comments from 1515 videos showing robots from a wide humanlikeness spectrum. The humanlikeness scores were acquired from the Anthropomorphic roBOT database. The analysis showed that people use words related to eeriness to describe very humanlike robots. Humanlikeness was linearly related to both general sentiment and perceptions of eeriness—-more humanlike robots elicit more negative emotions. One of the subscales of humanlikeness, Facial Features, showed a UVH-like relationship with both sentiment and eeriness. The exploratory analysis demonstrated that the most suitable words for measuring the self-reported uncanny valley effect are: ‘scary’ and ‘creepy’. In contrast to theoretical expectations, the results showed that humanlikeness was not related to either pleasantness or attractiveness. Finally, it was also found that the size of robots influences sentiment toward the robots. According to the analysis, the reason behind this is the perception of smaller robots as more playable (as toys), although the prediction that bigger robots would be perceived as more threatening was not supported.
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6
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Monkey visual attention does not fall into the uncanny valley. Sci Rep 2022; 12:11760. [PMID: 35817791 PMCID: PMC9273626 DOI: 10.1038/s41598-022-14615-x] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/30/2021] [Accepted: 06/09/2022] [Indexed: 11/08/2022] Open
Abstract
Very humanlike artificial agents can induce feelings of uneasiness in human perceivers. Stimuli that generate this response are said to occupy "the uncanny valley". Given inconsistent findings in the literature, whether or not nonhuman animals experience the uncanny valley is unclear. Here, we recorded the visual attention of eleven male rhesus monkeys as they viewed faces varying in realness across five levels, with visual attention measured by both number and duration of visual fixations on faces as a whole and on areas of interest within the faces (e.g., eyes, mouth). Face stimuli varied in terms of the realism of the image and behavior depicted by the face (lipsmack, threat, bared teeth, and neutral). We largely found no support that rhesus monkeys perceive an uncanny valley when viewing our stimuli; however, monkeys did generally pay more attention to eyes and less attention to mouths in real images compared to less realistic images. Across all stimuli, monkeys' visual attention was drawn to the mouths of images when teeth were visible. These findings suggest that rhesus monkeys in our study did not display an uncanny valley effect when viewing realistic stimuli but did percieve affective information depicted by faces regardless of how real those faces appear.
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7
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Diel A, Weigelt S, Macdorman KF. A Meta-analysis of the Uncanny Valley's Independent and Dependent Variables. ACM TRANSACTIONS ON HUMAN-ROBOT INTERACTION 2022. [DOI: 10.1145/3470742] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
Abstract
The
uncanny valley (UV)
effect is a negative affective reaction to human-looking artificial entities. It hinders comfortable, trust-based interactions with android robots and virtual characters. Despite extensive research, a consensus has not formed on its theoretical basis or methodologies. We conducted a meta-analysis to assess operationalizations of human likeness (independent variable) and the UV effect (dependent variable). Of 468 studies, 72 met the inclusion criteria. These studies employed 10 different stimulus creation techniques, 39 affect measures, and 14 indirect measures. Based on 247 effect sizes, a three-level meta-analysis model revealed the UV effect had a large effect size, Hedges’
g
= 1.01 [0.80, 1.22]. A mixed-effects meta-regression model with creation technique as the moderator variable revealed
face distortion
produced the largest effect size,
g
= 1.46 [0.69, 2.24], followed by
distinct entities, g
= 1.20 [1.02, 1.38],
realism render, g
= 0.99 [0.62, 1.36], and
morphing, g
= 0.94 [0.64, 1.24]. Affective indices producing the largest effects were
threatening, likable, aesthetics, familiarity
, and
eeriness
, and indirect measures were
dislike frequency, categorization reaction time, like frequency, avoidance
, and
viewing duration
. This meta-analysis—the first on the UV effect—provides a methodological foundation and design principles for future research.
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Affiliation(s)
- Alexander Diel
- School of Psychology, Cardiff University, Cardiff, United Kingdom
| | - Sarah Weigelt
- Department of Vision, Visual Impairments & Blindness, Faculty of Rehabilitation Sciences, Technical University of Dortmund, Dortmund, Germany
| | - Karl F. Macdorman
- School of Informatics and Computing, Indiana University, Indianapolis, IN, USA
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8
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Mara M, Appel M, Gnambs T. Human-Like Robots and the Uncanny Valley. ZEITSCHRIFT FUR PSYCHOLOGIE-JOURNAL OF PSYCHOLOGY 2022. [DOI: 10.1027/2151-2604/a000486] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/13/2023]
Abstract
Abstract. In the field of human-robot interaction, the well-known uncanny valley hypothesis proposes a curvilinear relationship between a robot’s degree of human likeness and the observers’ responses to the robot. While low to medium human likeness should be associated with increased positive responses, a shift to negative responses is expected for highly anthropomorphic robots. As empirical findings on the uncanny valley hypothesis are inconclusive, we conducted a random-effects meta-analysis of 49 studies (total N = 3,556) that reported 131 evaluations of robots based on the Godspeed scales for anthropomorphism (i.e., human likeness) and likeability. Our results confirm more positive responses for more human-like robots at low to medium anthropomorphism, with moving robots rated as more human-like but not necessarily more likable than static ones. However, because highly anthropomorphic robots were sparsely utilized in previous studies, no conclusions regarding proposed adverse effects at higher levels of human likeness can be made at this stage.
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Affiliation(s)
- Martina Mara
- LIT Robopsychology Lab, Johannes Kepler University Linz, Austria
| | - Markus Appel
- Psychology of Communication and New Media, University of Würzburg, Germany
| | - Timo Gnambs
- Leibniz Institute for Educational Trajectories (LIfBi), University of Bamberg, Germany
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9
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Saberi M, DiPaola S, Bernardet U. Expressing Personality Through Non-verbal Behaviour in Real-Time Interaction. Front Psychol 2021; 12:660895. [PMID: 34899452 PMCID: PMC8662698 DOI: 10.3389/fpsyg.2021.660895] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/29/2021] [Accepted: 11/01/2021] [Indexed: 12/03/2022] Open
Abstract
The attribution of traits plays an important role as a heuristic for how we interact with others. Many psychological models of personality are analytical in that they derive a classification from reported or hypothesised behaviour. In the work presented here, we follow the opposite approach: Our personality model generates behaviour that leads an observer to attribute personality characteristics to the actor. Concretely, the model controls all relevant aspects of non-verbal behaviour such as gaze, facial expression, gesture, and posture. The model, embodied in a virtual human, affords to realistically interact with participants in real-time. Conceptually, our model focuses on the two dimensions of extra/introversion and stability/neuroticism. In the model, personality parameters influence both, the internal affective state as well as the characteristic of the behaviour execution. Importantly, the parameters of the model are based on empirical findings in the behavioural sciences. To evaluate our model, we conducted two types of studies. Firstly, passive experiments where participants rated videos showing variants of behaviour driven by different personality parameter configurations. Secondly, presential experiments where participants interacted with the virtual human, playing rounds of the Rock-Paper-Scissors game. Our results show that the model is effective in conveying the impression of the personality of a virtual character to users. Embodying the model in an artificial social agent capable of real-time interactive behaviour is the only way to move from an analytical to a generative approach to understanding personality, and we believe that this methodology raises a host of novel research questions in the field of personality theory.
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Affiliation(s)
- Maryam Saberi
- School of Interactive Arts and Technology, Simon Fraser University, Vancouver, BC, Canada
| | - Steve DiPaola
- School of Interactive Arts and Technology, Simon Fraser University, Vancouver, BC, Canada
| | - Ulysses Bernardet
- Aston Institute of Urban Technology and the Environment (ASTUTE), Aston University, Birmingham, United Kingdom
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10
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More than appearance: the uncanny valley effect changes with a robot’s mental capacity. CURRENT PSYCHOLOGY 2021. [DOI: 10.1007/s12144-021-02298-y] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/21/2022]
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11
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Cerritelli F, Chiera M, Abbro M, Megale V, Esteves J, Gallace A, Manzotti A. The Challenges and Perspectives of the Integration Between Virtual and Augmented Reality and Manual Therapies. Front Neurol 2021; 12:700211. [PMID: 34276550 PMCID: PMC8278005 DOI: 10.3389/fneur.2021.700211] [Citation(s) in RCA: 15] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/25/2021] [Accepted: 06/07/2021] [Indexed: 12/17/2022] Open
Abstract
Virtual reality (VR) and augmented reality (AR) have been combined with physical rehabilitation and psychological treatments to improve patients' emotional reactions, body image, and physical function. Nonetheless, no detailed investigation assessed the relationship between VR or AR manual therapies (MTs), which are touch-based approaches that involve the manipulation of tissues for relieving pain and improving balance, postural stability and well-being in several pathological conditions. The present review attempts to explore whether and how VR and AR might be integrated with MTs to improve patient care, with particular attention to balance and to fields like chronic pain that need an approach that engages both mind and body. MTs rely essentially on touch to induce tactile, proprioceptive, and interoceptive stimulations, whereas VR and AR rely mainly on visual, auditory, and proprioceptive stimulations. MTs might increase patients' overall immersion in the virtual experience by inducing parasympathetic tone and relaxing the mind, thus enhancing VR and AR effects. VR and AR could help manual therapists overcome patients' negative beliefs about pain, address pain-related emotional issues, and educate them about functional posture and movements. VR and AR could also engage and change the sensorimotor neural maps that the brain uses to cope with environmental stressors. Hence, combining MTs with VR and AR could define a whole mind-body intervention that uses psychological, interoceptive, and exteroceptive stimulations for rebalancing sensorimotor integration, distorted perceptions, including visual, and body images. Regarding the technology needed to integrate VR and AR with MTs, head-mounted displays could be the most suitable devices due to being low-cost, also allowing patients to follow VR therapy at home. There is enough evidence to argue that integrating MTs with VR and AR could help manual therapists offer patients better and comprehensive treatments. However, therapists need valid tools to identify which patients would benefit from VR and AR to avoid potential adverse effects, and both therapists and patients have to be involved in the development of VR and AR applications to define truly patient-centered therapies. Furthermore, future studies should assess whether the integration between MTs and VR or AR is practically feasible, safe, and clinically useful.
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Affiliation(s)
| | | | - Marco Abbro
- Foundation COME Collaboration, Pescara, Italy
| | | | | | | | - Andrea Manzotti
- Foundation COME Collaboration, Pescara, Italy
- RAISE Lab, Foundation COME Collaboration, Milan, Italy
- SOMA Istituto Osteopatia Milano, Milan, Italy
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12
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Diel A, MacDorman KF. Creepy cats and strange high houses: Support for configural processing in testing predictions of nine uncanny valley theories. J Vis 2021; 21:1. [PMID: 33792617 PMCID: PMC8024776 DOI: 10.1167/jov.21.4.1] [Citation(s) in RCA: 14] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022] Open
Abstract
In 1970, Masahiro Mori proposed the uncanny valley (UV), a region in a human-likeness continuum where an entity risks eliciting a cold, eerie, repellent feeling. Recent studies have shown that this feeling can be elicited by entities modeled not only on humans but also nonhuman animals. The perceptual and cognitive mechanisms underlying the UV effect are not well understood, although many theories have been proposed to explain them. To test the predictions of nine classes of theories, a within-subjects experiment was conducted with 136 participants. The theories' predictions were compared with ratings of 10 classes of stimuli on eeriness and coldness indices. One type of theory, configural processing, predicted eight out of nine significant effects. Atypicality, in its extended form, in which the uncanny valley effect is amplified by the stimulus appearing more human, also predicted eight. Threat avoidance predicted seven; atypicality, perceptual mismatch, and mismatch+ predicted six; category+, novelty avoidance, mate selection, and psychopathy avoidance predicted five; and category uncertainty predicted three. Empathy's main prediction was not supported. Given that the number of significant effects predicted depends partly on our choice of hypotheses, a detailed consideration of each result is advised. We do, however, note the methodological value of examining many competing theories in the same experiment.
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Affiliation(s)
- Alexander Diel
- School of Psychology, Cardiff University, Cardiff, United Kingdom.,Indiana University School of Informatics and Computing, Indianapolis, IN, USA.,
| | - Karl F MacDorman
- Indiana University School of Informatics and Computing, Indianapolis, IN, USA.,
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13
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Kühne K, Fischer MH, Zhou Y. The Human Takes It All: Humanlike Synthesized Voices Are Perceived as Less Eerie and More Likable. Evidence From a Subjective Ratings Study. Front Neurorobot 2021; 14:593732. [PMID: 33390923 PMCID: PMC7772241 DOI: 10.3389/fnbot.2020.593732] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2020] [Accepted: 11/20/2020] [Indexed: 11/25/2022] Open
Abstract
Background: The increasing involvement of social robots in human lives raises the question as to how humans perceive social robots. Little is known about human perception of synthesized voices. Aim: To investigate which synthesized voice parameters predict the speaker's eeriness and voice likability; to determine if individual listener characteristics (e.g., personality, attitude toward robots, age) influence synthesized voice evaluations; and to explore which paralinguistic features subjectively distinguish humans from robots/artificial agents. Methods: 95 adults (62 females) listened to randomly presented audio-clips of three categories: synthesized (Watson, IBM), humanoid (robot Sophia, Hanson Robotics), and human voices (five clips/category). Voices were rated on intelligibility, prosody, trustworthiness, confidence, enthusiasm, pleasantness, human-likeness, likability, and naturalness. Speakers were rated on appeal, credibility, human-likeness, and eeriness. Participants' personality traits, attitudes to robots, and demographics were obtained. Results: The human voice and human speaker characteristics received reliably higher scores on all dimensions except for eeriness. Synthesized voice ratings were positively related to participants' agreeableness and neuroticism. Females rated synthesized voices more positively on most dimensions. Surprisingly, interest in social robots and attitudes toward robots played almost no role in voice evaluation. Contrary to the expectations of an uncanny valley, when the ratings of human-likeness for both the voice and the speaker characteristics were higher, they seemed less eerie to the participants. Moreover, when the speaker's voice was more humanlike, it was more liked by the participants. This latter point was only applicable to one of the synthesized voices. Finally, pleasantness and trustworthiness of the synthesized voice predicted the likability of the speaker's voice. Qualitative content analysis identified intonation, sound, emotion, and imageability/embodiment as diagnostic features. Discussion: Humans clearly prefer human voices, but manipulating diagnostic speech features might increase acceptance of synthesized voices and thereby support human-robot interaction. There is limited evidence that human-likeness of a voice is negatively linked to the perceived eeriness of the speaker.
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Affiliation(s)
- Katharina Kühne
- Division of Cognitive Sciences, University of Potsdam, Potsdam, Germany
| | - Martin H Fischer
- Division of Cognitive Sciences, University of Potsdam, Potsdam, Germany
| | - Yuefang Zhou
- Division of Cognitive Sciences, University of Potsdam, Potsdam, Germany
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14
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When Agents Become Partners: A Review of the Role the Implicit Plays in the Interaction with Artificial Social Agents. MULTIMODAL TECHNOLOGIES AND INTERACTION 2020. [DOI: 10.3390/mti4040081] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
The way we interact with computers has significantly changed over recent decades. However, interaction with computers still falls behind human to human interaction in terms of seamlessness, effortlessness, and satisfaction. We argue that simultaneously using verbal, nonverbal, explicit, implicit, intentional, and unintentional communication channels addresses these three aspects of the interaction process. To better understand what has been done in the field of Human Computer Interaction (HCI) in terms of incorporating the type channels mentioned above, we reviewed the literature on implicit nonverbal interaction with a specific emphasis on the interaction between humans on the one side, and robot and virtual humans on the other side. These Artificial Social Agents (ASA) are increasingly used as advanced tools for solving not only physical but also social tasks. In the literature review, we identify domains of interaction between humans and artificial social agents that have shown exponential growth over the years. The review highlights the value of incorporating implicit interaction capabilities in Human Agent Interaction (HAI) which we believe will lead to satisfying human and artificial social agent team performance. We conclude the article by presenting a case study of a system that harnesses subtle nonverbal, implicit interaction to increase the state of relaxation in users. This “Virtual Human Breathing Relaxation System” works on the principle of physiological synchronisation between a human and a virtual, computer-generated human. The active entrainment concept behind the relaxation system is generic and can be applied to other human agent interaction domains of implicit physiology-based interaction.
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15
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Treal T, Jackson PL, Meugnot A. Combining trunk movement and facial expression enhances the perceived intensity and believability of an avatar's pain expression. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106451] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
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16
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Wilson VAD, Kade C, Moeller S, Treue S, Kagan I, Fischer J. Macaque Gaze Responses to the Primatar: A Virtual Macaque Head for Social Cognition Research. Front Psychol 2020; 11:1645. [PMID: 32765373 PMCID: PMC7379899 DOI: 10.3389/fpsyg.2020.01645] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/14/2020] [Accepted: 06/17/2020] [Indexed: 12/31/2022] Open
Abstract
Following the expanding use and applications of virtual reality in everyday life, realistic virtual stimuli are of increasing interest in cognitive studies. They allow for control of features such as gaze, expression, appearance, and movement, which may help to overcome limitations of using photographs or video recordings to study social responses. In using virtual stimuli however, one must be careful to avoid the uncanny valley effect, where realistic stimuli can be perceived as eerie, and induce an aversion response. At the same time, it is important to establish whether responses to virtual stimuli mirror responses to depictions of a real conspecific. In the current study, we describe the development of a new virtual monkey head with realistic facial features for experiments with nonhuman primates, the "Primatar." As a first step toward validation, we assessed how monkeys respond to facial images of a prototype of this Primatar compared to images of real monkeys (RMs), and an unrealistic model. We also compared gaze responses between original images and scrambled as well as obfuscated versions of these images. We measured looking time to images in six freely moving long-tailed macaques (Macaca fascicularis) and gaze exploration behavior in three rhesus macaques (Macaca mulatta). Both groups showed more signs of overt attention to original images than scrambled or obfuscated images. In addition, we found no evidence for an uncanny valley effect; since for both groups, looking times did not differ between real, realistic, or unrealistic images. These results provide important data for further development of our Primatar for use in social cognition studies and more generally for cognitive research with virtual stimuli in nonhuman primates. Future research on the absence of an uncanny valley effect in macaques is needed, to elucidate the roots of this mechanism in humans.
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Affiliation(s)
- Vanessa A. D. Wilson
- Department of Primate Cognition, Johann-Friedrich-Blumenbach Institute for Zoology and Anthropology, University of Göttingen, Göttingen, Germany
- Cognitive Ethology Laboratory, German Primate Center – Leibniz Institute for Primate Research, Göttingen, Germany
- Leibniz-ScienceCampus Primate Cognition, Göttingen, Germany
| | - Carolin Kade
- Cognitive Ethology Laboratory, German Primate Center – Leibniz Institute for Primate Research, Göttingen, Germany
| | - Sebastian Moeller
- Leibniz-ScienceCampus Primate Cognition, Göttingen, Germany
- Georg-Elias-Müller Institute of Psychology, University of Göttingen, Göttingen, Germany
- Cognitive Neuroscience Laboratory, German Primate Center – Leibniz Institute for Primate Research, Göttingen, Germany
| | - Stefan Treue
- Leibniz-ScienceCampus Primate Cognition, Göttingen, Germany
- Georg-Elias-Müller Institute of Psychology, University of Göttingen, Göttingen, Germany
- Cognitive Neuroscience Laboratory, German Primate Center – Leibniz Institute for Primate Research, Göttingen, Germany
- Bernstein Center for Computational Neuroscience, Göttingen, Germany
| | - Igor Kagan
- Leibniz-ScienceCampus Primate Cognition, Göttingen, Germany
- Cognitive Neuroscience Laboratory, German Primate Center – Leibniz Institute for Primate Research, Göttingen, Germany
| | - Julia Fischer
- Department of Primate Cognition, Johann-Friedrich-Blumenbach Institute for Zoology and Anthropology, University of Göttingen, Göttingen, Germany
- Cognitive Ethology Laboratory, German Primate Center – Leibniz Institute for Primate Research, Göttingen, Germany
- Leibniz-ScienceCampus Primate Cognition, Göttingen, Germany
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A Naturalistic Dynamic Monkey Head Avatar Elicits Species-Typical Reactions and Overcomes the Uncanny Valley. eNeuro 2020; 7:ENEURO.0524-19.2020. [PMID: 32513660 PMCID: PMC7340843 DOI: 10.1523/eneuro.0524-19.2020] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/12/2019] [Revised: 03/31/2020] [Accepted: 04/02/2020] [Indexed: 11/21/2022] Open
Abstract
Research on social perception in monkeys may benefit from standardized, controllable, and ethologically valid renditions of conspecifics offered by monkey avatars. However, previous work has cautioned that monkeys, like humans, show an adverse reaction toward realistic synthetic stimuli, known as the "uncanny valley" effect. We developed an improved naturalistic rhesus monkey face avatar capable of producing facial expressions (fear grin, lip smack and threat), animated by motion capture data of real monkeys. For validation, we additionally created decreasingly naturalistic avatar variants. Eight rhesus macaques were tested on the various videos and avoided looking at less naturalistic avatar variants, but not at the most naturalistic or the most unnaturalistic avatar, indicating an uncanny valley effect for the less naturalistic avatar versions. The avoidance was deepened by motion and accompanied by physiological arousal. Only the most naturalistic avatar evoked facial expressions comparable to those toward the real monkey videos. Hence, our findings demonstrate that the uncanny valley reaction in monkeys can be overcome by a highly naturalistic avatar.
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