Anthropomorphism
Anthropomorphism, or personification, is attribution of human form or other characteristics to anything other than a human being. Examples include depicting deities with human form and ascribing human emotions or motives to forces of nature, such as hurricanes or earthquakes. Anthropomorphism has ancient roots as a literary device in storytelling, and also in art. Most cultures have traditional fables with anthropomorphised animals, which can stand or talk like humans, as characters. The word anthropomorphism was first used in the mid-1700s.[1][2] The word derives from the Greek ἄνθρωπος (ánthrōpos), "human", and μορφή (morphē), "shape" or "form". Pre-history From the beginnings of human behavioural modernity in the Upper Paleolithic, about 40,000 years ago, examples of zoomorphic (animal-shaped) works of art occur that may represent the earliest evidence we have of anthropomorphism. In religion and mythology Anthropomorphism in this case is referred to as anthropotheism.[6] Criticism Fables
Uncanny valley
Hypothesis that human replicas elicit revulsion The uncanny valley (Japanese: 不気味の谷, Hepburn: bukimi no tani) effect is a hypothesized psychological and aesthetic relation between an object's degree of resemblance to a human being and the emotional response to the object. Examples of the phenomenon exist among robotics, 3D computer animations and lifelike dolls. Etymology[edit] Hypothesis[edit] Mori's original hypothesis states that as the appearance of a robot is made more human, some observers' emotional response to the robot becomes increasingly positive and empathetic, until it becomes almost human, at which point the response quickly becomes strong revulsion. This interval of repulsive response aroused by a robot with appearance and motion between a "somewhat human" and "fully human" entity is the uncanny valley effect. Theoretical basis[edit] A number of theories have been proposed to explain the cognitive mechanism causing the phenomenon: Research[edit] Design principles[edit]
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