The Theory and Manifestations of the Uncanny

The uncanny


The uncanny is a psychological phenomenon that occurs when something is strange and creepy. It can be a familiar thing presented in a weird or taboo context. The uncanny is a psychological phenomenon that affects human beings in a number of ways. In this article, we'll explore the theory behind the uncanny and its manifestations in various aspects of life.



Sigmund Freud's theory of the uncanny


Freud's theory of the unhappiness examines the causes of repeated phenomena and ties them to repetition compulsion. These phenomena include lost people who retrace their steps or random numbers that recur meaningfully. Freud also argues that the uncanny is the result of repression of psychic material.



According to Freud, the uncanny can be experienced in real life or imagined. However, he states that many things that are not uncanny in fiction would be uncanny in real life. Moreover, Freud argued that the uncanny could be induced in fiction through a greater number of means.



One of the first ways of understanding the uncanny is to analyze etymology. In German, the adjective unheimlich (unwelcoming) contrasts with the base word heimlich (home). In other words, something uncanny is the opposite of something familiar. In Freud's theory, the uncanny can occur in a familiar environment and in a strange setting.



Examples of the uncanny valley effect in literature


The term 'uncanny valley' was coined by Japanese roboticist Masahiro Mori in the 1970s to describe the phenomenon of people's lack of resemblance to robots. The concept states that when a robot resembles a human, a person's affinity for the robot will dip below a certain point, causing fear, disturbance, and anxiety in the person. Examples of the uncanny valley effect in films and literature include the movies Shrek, which elicited anxiety in children because of Princess Fiona's lifelike appearance. The movie has received a mixed response, and many parents and children who saw the film felt uncomfortable and scared.



As the number of studies examining human-robot relationships has grown, many have explored the uncanny valley effect. The majority of these studies, however, have addressed the issue of the potential aversive reactions of humans to human-like machines. However, despite this increasing number of studies, the empirical evidence surrounding the phenomenon remains conflicting. Although the concept has become extremely popular, it has yet to be empirically corroborated.



Symptoms of the uncanny valley effect in everyday life


The uncanny valley effect is a psychological phenomenon that occurs when we see objects that are similar to our own, but are different in appearance. This effect can occur when we see objects that are very similar to the faces we are used to seeing. It is believed that this effect occurs because our minds have difficulty categorizing objects that are similar to our own. Although the uncanny valley effect does not always occur, it is possible to see signs of this phenomenon in everyday life.



Researchers believe that the uncanny valley effect can occur when we interact with robots or artificial people. The concept was first proposed by Japanese roboticist Masahiro Mori in the 1970s, and it refers to the dip in human emotional responses when we view an artificial human being. When people see a robotic face with human-like features, they tend to feel uneasy or disgusted.



Mori first proposed the uncanny valley theory in the 1970s, but it wasn't until the 2000s that formal empirical investigations were conducted. The results of those studies vary, but all point to the uncanny valley effect.



Design principles to avoid the uncanny valley effect


The uncanny valley effect is caused by unequal levels of realism between an entity and its observers. This creates feelings of eeriness and threat in the observers. This effect can be detrimental for an object that is meant to be admired. Often, the uncanny valley is found in animal or inanimate objects.



Researchers are trying to find ways to avoid the uncanny valley. They believe that by making robotic devices appear more realistic, people will be more likely to relate to them. As such, it is important to avoid using cartoon-like features when designing nonhuman objects, including robots.



Another important design principle is to avoid creating an exact replica of a human. Some examples are Avatar aliens, Gollum from Lord of the Rings, and Alita. For example, the Avatar aliens have larger eyes and longer limbs than humans, which creates an ideal stage for emotional performances.

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