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Dr. Childs
Engl 411
The Uncanny Valley Model is a graphic that illustrates the relationship between two
perception and connotations that we individuals hold to a certain object/subject, and the higher
the likeness rises the more critical the perceptions and connotations become. Whereas the human
apply to ourselves or other individuals. If these boundaries transgress one another than we begin
to experience what we have deemed uncanniness. This experience is heavily considered within
many fields of technology particularly gaming. When uncanniness is experienced the player
reaches a peak point of focus or intrigue allowing full immersion into the reality at hand and a
possible redefinition or preconceived world views. What interests me in particular is how we can
manipulate the tactics of inducing uncanniness in order to force players or individuals interacting
with the material at hand to gain critical insight: on the environment they are interacting with,
details that aid in narrative comprehension, and redefining primitive world views that
with motion capture animation becoming more prevalent in digital creations and the engineering
of machines, it is critical that the means through which uncanniness is evaluated advances at an
equivalent rate to the technological innovations. There is a desire for developing technology (in
the form of robots) that would allow individuals to have intimate relationships between humans
and robots, yet one of the main issues the technology is struggling with is the belief that
increased realism resulted in an increase of positivity towards interaction with these robots, when
it in fact does not. Cheyenne Laue mentions this point in her work, “Familiar and Strange:
Gender, Sex, and Love in the Uncanny Valley” when she points out “recent research indicates
that uncanniness may rely on subconscious reactions to stimuli that are ‘categorically
ambiguous’ in nature,” as the tech becomes more realistic we begin to fear it even more. I
believe it is because as humans we believe that we are the pinnacle of evolution, and when these
dichotomies between humans and non-humans as our categories become ambiguous, we become
uncomfortable. The state of intellectual uncertainty we are put in by our own creations, is one of
the essential components to the feeling of uncanniness. It is difficult replicating the capabilities
and fluidity of humanity and when the tech is engineered to mimic such either better or
equivalently to our own capabilities, our subconscious worth is threatened. As a species our
entire world views are conceived with the expectation that we are the pinnacle species this
proven further by the fact that we evaluate uncanniness on a scale of “human likeness.” I believe
the uncanny valley model would be more accurate if the evaluations were done on “familiarity”
and subject/object likeness. I believe that not all perceptions tied to an individual object/subject
must be evaluated on a relatability to ourselves. If the object at hand is a stuffed animal, there are
a list or perceptions tied to this specific object; it is a toy, it has no life, it is means for children,
yet if these perceptions are broken and this stuffed animal becomes animate the exact same
feelings of uncanniness occur. Within Freud’s work “The Uncanny” he states, “An uncanny
experience occurs either when repressed infantile complexes have been revived by some
impression, or when the primitive beliefs we have surmounted seem once more to be confirmed,”
supporting the possibility of both notions that: 1) The Uncanny Valley Model was conceived
from the presumptions of more primitive times and must evolve with the tech is evaluates. 2)
Even from its creation we have always evaluated the “familiar” in comparison to ourselves rather
than against its own kind. In other fields within the tech industry we see tech innovations created
Animacy is the other crucial aspect to uncanniness and using gaming as a tech industry
we see video games en masse using motion capture animation to maintain the balance between
graphical realism and behavioral realism. As expectations rise from the graphical realism
presented, the behavior and animacy of the subject/object must meet expectations and be equally
realistic or the viewer/player will experience uncanniness. This is also argued by three writers
from the University of Bolton, Tinwell, Grimshaw, and Williams, when they state, “a high level
of graphical realism in a character's appearance raises high expectations for a character's motion
and behavior. If the quality of motion and behavior does not match up with the character’s
realistic, human-like appearance, it can increase the perception that the character is not real, thus
evoking a sense of the uncanny,” and this is where the Uncanny Valley Model fails, for not all
characters created within gaming are based on humans, and with the current model these
characters would be incapable of inducing uncanny feelings. Many games take place outside of
our realm of reality in fantastical worlds and for those that do, many of the characters are clearly
not resemblant of humans. Even characters that are not meant to mirror humans are still fully
capable of causing feelings of uncanniness, particularly when characters behave in manners
unexpected because they break the connotations we have applied to what is expected of what the
article written by authors, Henze, Jager, Leicht, Schwind, and Wolf titled “Is there an uncanny
valley of virtual animals? A quantitative and qualitative investigation” proves that hyper realistic
representations of animals can cause the same effects by proving “Through qualitative feedback,
we gained deeper insight into the perception of realistic computer-generated animals. Our results
indicate that depicting virtual animal-like characters at realism levels used in current video
games causes negative reactions just as the uncanny valley predicts for humanlike characters.”
One easy way to demonstrate this is found in an old game called Spore. This is a life simulation
game where the player creates any kind of creature they can think of, animates it, and observes it
evolving through its own lifecycle and future generations. Characters based off animals such as
cows, that suddenly become bipedal or animals that make sounds or display behavior not
common of their own species no matter how are capable of evoking feelings of uncanniness if
Regardless of the characters inspiration, being human or not, all characters within
games/mediums where the player is forced to assume the identity of or have extended interaction
with overtime become extensions of ourselves that occupy these digital realities; this is the last
key aspect I believe plays a large role in experiencing the uncanny. Regarding interactive
mediums the bond a player forms to the character they are forced to assume play a larger role
than some believe. Digital Narratives and Major game development studios are becoming
immersion masters capable of inducing complete immersion through forced interactivity players
do not even consciously recognize. Games such as World of Warcraft, The Last of Us (series),
and Borderlands (series), force players to become immersed in the environment through Easter
eggs/collectibles, and NPC (non-playable character) interaction where the games cannot be fully
experienced without being forced to learn the narrative. The most intriguing part of this entire
concept is that at NO point does the player actually feel forced to change how they are playing
the game and interact with it in a way they do not find enjoyable. Donna Haraway believes that
virtual realities function as an extension to ourselves and that engagement with these virtual
realities/environments redefines our perceptions of our identities. Without the player the avatar
would not have any facet of autonomy due to it being incapable of self-control, yet when in the
hands of the player the avatar becomes somewhat of an extension or representation of the player
within the game’s world. This supports our behavior of interacting with these worlds and
eventually leads to the act becoming second nature. Once this occurs and this deep bond is
created between player and avatar, any occurrences to the avatar that are not deemed favorable
interact with can become an extension of our self within this digital space and through repeated
interaction becomes second nature resulting in complete voluntary immersion. At this state
views and reformation of entire schemas all under the guise of enjoyable interaction. This is why
we see a massive increase in the interest of augmented and virtual reality technology partnered
with an explosive surge of interest in technology industries (especially gaming). If activities that
just enough to make the activity entertaining, there is no limit to the influence tech could have.
At the present moment research is conducted in very specific areas of gaming, engineering and
cinema, but if more research was conducted in areas that coincide with tech, such as education,
Cheyenne Laue. “Familiar and Strange: Gender, Sex, and Love in the Uncanny
Valley.” Multimodal Technologies and Interaction, Vol 1, Iss 1, p 2 (2017), no. 1, 2017,
p. 2. EBSCOhost, doi:10.3390/mti1010002.
Haraway, Donna Jeanne. “Chapter 18.” A Cyborg Manifesto: Science, Technology, and
Socialist-Feminism in the Late Twentieth Century, 2009.
Schwind, V., et al. “Is There an Uncanny Valley of Virtual Animals? A Quantitative and
Qualitative Investigation.” International Journal of Human - Computer Studies, vol. 111,
Mar. 2018, pp. 49–61. EBSCOhost, doi:10.1016/j.ijhcs.2017.11.003.
Tinwell, Angela, et al. “Uncanny Behaviour in Survival Horror Games.” Apr. 2009,
www.bolton.ac.uk/StaffBiographies/Angela-Tinwell/Tinwell-Grimshaw-Williams-2010-
Uncanny-Behaviour-in-Survival-Horror-Games.pdf.