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The uncanny valley effect is a heterogeneous group of phenomena. Phenomena considered as exhibiting the uncanny valley effect can be diverse, involve different sense modalities, and have multiple, possibly overlapping causes. People's cultural heritage may have a considerable influence on how androids are perceived with respect to the uncanny ...
The uncanny valley is the region of negative emotional response towards robots that seem "almost human". Movement amplifies the emotional response. This concept is closely related to Julia Kristeva 's concept of abjection , where one reacts adversely to something forcefully cast out of the symbolic order .
Uncanny valley is a hypothesis that human replicas that appear almost, but not exactly, like real human beings elicit feelings of eeriness and revulsion among some observers. Uncanny valley may also refer to:
Research by Alexander Diel and Michael Lewis of Cardiff University has attributed the unsettling nature of liminal spaces to the phenomenon of the uncanny valley. The term, which is usually applied to humanoids whose inexact resemblance to humans elicits feelings of unease, may explain similar responses to liminal imagery. In this case ...
The "Frankenstein complex" is similar in many respects to Masahiro Mori's uncanny valley hypothesis. The name, "Frankenstein complex", is derived from the name of Victor Frankenstein in the 1818 novel Frankenstein; or, The Modern Prometheus by Mary Shelley. In Shelley's story, Frankenstein created an intelligent, somewhat superhuman being, but ...
Feldman regards such photography as "not old enough to scan as 'vintage', but not well-manicured enough to be recognizable as contemporary", and sees this as an instance of the uncanny valley. [8] The opposite of a cursed image is a "blessed image."
A perfect storm of events coincide to unite a traumatized little girl named Cady (Violet McGraw) and her own robotic helpmate named M3gan (an acronym for “Model 3 Generative Android”).
These patterns will be "queered" by their head form, generating three-point axes, which are then "booleaned" to generate a three-dimensional mesh of their head. Resnick then goes on to explain the "uncanny valley", [1] which leads him into his third step: