**Navigation:** [[System (Process)]] | [[Research Question]] | [[System (Keywords)]]
**Related:** [[Machine Embodiment]] | [[Machine Point Of View]] | [[Robots (Research)]]
**Resources:** [Wikipedia](https://en.wikipedia.org/wiki/Uncanny_valley)
---
# Uncanny Valley
## Definition
The **Uncanny Valley** is a hypothesis in robotics and cognitive psychology that describes the unsettling feeling humans experience when encountering robots or digital beings that appear almost, but not exactly, like real humans.
## Key Characteristics
### The Valley Effect
- **Low similarity** to humans → comfortable/neutral response
- **High but imperfect similarity** → discomfort, revulsion, eeriness
- **Very high similarity** → positive response again
### Psychological Response
The phenomenon suggests that as robots become more human-like, our emotional response becomes increasingly positive until a point where small imperfections become deeply disturbing.
## Historical Context
**Origin:** Japanese roboticist Masahiro Mori (1970)
**Original term:** *bukimi no tani* (不気味の谷)
**Translation:** "Valley of eeriness" or "uncanny valley"
## Relevance to System Project
### Design Philosophy
The System project's "electronic organisms" deliberately avoid human-like appearance, instead:
- Embracing **non-human morphologies**
- Exploring **alternative forms of embodiment**
- Creating entities that are **clearly artificial** yet autonomous
### Avoiding Anthropomorphism
By designing machines that don't mimic human form, the project:
- Sidesteps uncanny valley responses
- Allows focus on **autonomous behavior** rather than appearance
- Explores **genuinely alien** forms of machine intelligence
## Related Phenomena
### Anthropomorphism
Humans naturally attribute human characteristics to non-human entities, especially those that:
- Move autonomously
- Respond to stimuli
- Appear to have goals or intentions
### Emotional Attachment
Studies show that humans develop emotional bonds with robots, even simple ones:
- Military personnel holding "funerals" for destroyed battle robots
- Users feeling empathy for damaged or threatened robots
- Hesitation to harm anthropomorphic machines
## Design Implications
### For Robotics
- Consider target audience and context
- Balance functionality with appearance
- Be aware of cultural differences in acceptance
### For Interactive Art
- Use uncanny responses deliberately for artistic effect
- Explore discomfort as meaningful aesthetic experience
- Challenge assumptions about human-machine relationships
## Visual Reference
![[Screenshot 2024-12-11 at 10.21.52.jpg]]
*Figure: Graph showing the relationship between human likeness and emotional response, illustrating the "valley" of negative response*
---
*See also: [[Egon Bondy]] | [[The Chinise Room Argument]] | [[Turing test]]*