Karl MacDorman

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Karl MacDorman's research concerns developing androids (very human-looking robots) as controlled experimental apparatuses and as testbeds for theories about human brains and behavior. His advances in developing more humanlike androids are being used to better understand the cognitive mechanisms underlying social interaction.

A human-looking robot is able to elicit the kinds of social responses that only people were able to elicit before. It has the potential to contribute to cognitive science research by serving as an experimental apparatus that can be more precisely controlled than any human actor. This permits the testing of hypotheses that cannot be tested by other means.

Androids have a number of potential applications. They can serve as patient simulators to help doctors, nurses and dentists better learn human responses and better care for patients. Teachers can learn how their students learn, and students can gain the communication skills they need for their professional careers. Even police officers can learn how to better "read" the people they question and discover the truth.

Professor MacDorman's work to develop future generations of androids that can be used to study human motivations and interactions is another example of how IUPUI's faculty members are TRANSLATING their RESEARCH INTO PRACTICE.

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Recent Submissions

Now showing 1 - 10 of 27
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    A Meta-analysis of the Uncanny Valley's Independent and Dependent Variables
    (ACM, 2022-03) Diel, Alexander; Weigelt, Sarah; MacDorman, Karl F.; Human-Centered Computing, School of Informatics and Computing
    The uncanny valley (UV) effect is a negative affective reaction to human-looking artificial entities. It hinders comfortable, trust-based interactions with android robots and virtual characters. Despite extensive research, a consensus has not formed on its theoretical basis or methodologies. We conducted a meta-analysis to assess operationalizations of human likeness (independent variable) and the UV effect (dependent variable). Of 468 studies, 72 met the inclusion criteria. These studies employed 10 different stimulus creation techniques, 39 affect measures, and 14 indirect measures. Based on 247 effect sizes, a three-level meta-analysis model revealed the UV effect had a large effect size, Hedges’ g = 1.01 [0.80, 1.22]. A mixed-effects meta-regression model with creation technique as the moderator variable revealed face distortion produced the largest effect size, g = 1.46 [0.69, 2.24], followed by distinct entities, g = 1.20 [1.02, 1.38], realism render, g = 0.99 [0.62, 1.36], and morphing, g = 0.94 [0.64, 1.24]. Affective indices producing the largest effects were threatening, likable, aesthetics, familiarity, and eeriness, and indirect measures were dislike frequency, categorization reaction time, like frequency, avoidance, and viewing duration. This meta-analysis—the first on the UV effect—provides a methodological foundation and design principles for future research.
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    La critique théâtrale de Chikamatsu Monzaemon et sa relation à la Vallée de l’étrange
    (Open edition journals, 2021) MacDorman, Karl F.; Human-Centered Computing, School of Informatics and Computing
    Chikamatsu Monzaemon (1653–1724) is Japan’s most celebrated playwright. His only known contribution to theater criticism, an interview with Hozumi Ikan (1738), is translated here into French for the first time. It sets out his theory of realism, illustrated with examples from puppet theater and kabuki, as a guide to writing great plays. Chikamatsu partitions realism into four zones: the unreal, conceptual realism, surface realism, and the real. The unreal lacks authenticity; surface realism lacks soul; and the real lacks expressiveness. It is conceptual realism that captivates an audience. Conceptual realism evokes empathy through characterization to let unfolding events drive the emotions. In the commentary that follows, Chikamatsu’s theory is compared with Mori Masahiro’s (1970) concept of the uncanny valley. The uncanny valley predicts affinity for robots and humans but not for robots that appear too human. While both Mori and Chikamatsu probe anthropomorphism, Chikamatsu’s theory can also be used to design interactive technologies that delight.
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    Creepy, but Persuasive: In a Virtual Consultation, Physician Bedside Manner, Rather than the Uncanny Valley, Predicts Adherence
    (Frontiers, 2021) Dai, Zhengyan; MacDorman, Karl F.; Human-Centered Computing, School of Informatics and Computing
    Care for chronic disease requires patient adherence to treatment advice. Nonadherence worsens health outcomes and increases healthcare costs. When healthcare professionals are in short supply, a virtual physician could serve as a persuasive technology to promote adherence. However, acceptance of advice may be hampered by the uncanny valley effect—a feeling of eeriness elicited by human simulations. In a hypothetical virtual doctor consultation, 441 participants assumed the patient’s role. Variables from the stereotype content model and the heuristic–systematic model were used to predict adherence intention and behavior change. This 2 × 5 between-groups experiment manipulated the doctor’s bedside manner—either good or poor—and virtual depiction at five levels of realism. These independent variables were designed to manipulate the doctor’s level of warmth and eeriness. In hypothesis testing, depiction had a nonsignificant effect on adherence intention and diet and exercise change, even though the 3-D computer-animated versions of the doctor (i.e., animation, swapped, and bigeye) were perceived as eerier than the others (i.e., real and cartoon). The low-warmth, high-eeriness doctor prompted heuristic processing of information, while the high-warmth doctor prompted systematic processing. This pattern contradicts evidence reported in the persuasion literature. For the stereotype content model, a path analysis found that good bedside manner increased the doctor’s perceived warmth significantly, which indirectly increased physical activity. For the heuristic–systematic model, the doctor’s eeriness, measured in a pretest, had no significant effect on adherence intention and physical activity, while good bedside manner increased both significantly. Surprisingly, cognitive perspective-taking was a stronger predictor of change in physical activity than adherence intention. Although virtual characters can elicit the uncanny valley effect, their effect on adherence intention and physical activity was comparable to a video of a real person. This finding supports the development of virtual consultations.
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    Why Real Citizens Would Turn to Artificial Leaders
    (ACM, 2021) Spatola, Nicolas; MacDorman, Karl F.; Human-Centered Computing, School of Informatics and Computing
    Governments are increasingly using artificial intelligence to improve workflows and services. Applications range from predicting climate change, crime, and earthquakes to flu outbreaks, low air quality, and tax fraud. Artificial agents are already having an impact on eldercare, education, and open government, enabling users to complete procedures through a conversational interface. Whether replacing humans or assisting them, they are the technological fix of our times. In two experiments and a follow-up study, we investigate factors that influence the acceptance of artificial agents in positions of power, using attachment theory and disappointment theory as explanatory models. We found that when the state of the world provokes anxiety, citizens perceive artificial agents as a reliable proxy to replace human leaders. Moreover, people accept artificial agents as decision-makers in politics and security more willingly when they deem their leaders or government to be untrustworthy, disappointing, or immoral. Finally, we discuss these results with respect to theories of technology acceptance and the delegation of duties and prerogatives.
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    Creepy cats and strange high houses: Support for configural processing in testing predictions of nine uncanny valley theories
    (Association for Research in Vision and Ophthalmology, 2021-04) Diel, Alexander; MacDorman, Karl F.; Human-Centered Computing, School of Informatics and Computing
    In 1970, Masahiro Mori proposed the uncanny valley (UV), a region in a human-likeness continuum where an entity risks eliciting a cold, eerie, repellent feeling. Recent studies have shown that this feeling can be elicited by entities modeled not only on humans but also nonhuman animals. The perceptual and cognitive mechanisms underlying the UV effect are not well understood, although many theories have been proposed to explain them. To test the predictions of nine classes of theories, a within-subjects experiment was conducted with 136 participants. The theories’ predictions were compared with ratings of 10 classes of stimuli on eeriness and coldness indices. One type of theory, configural processing, predicted eight out of nine significant effects. Atypicality, in its extended form, in which the uncanny valley effect is amplified by the stimulus appearing more human, also predicted eight. Threat avoidance predicted seven; atypicality, perceptual mismatch, and mismatch+ predicted six; category+, novelty avoidance, mate selection, and psychopathy avoidance predicted five; and category uncertainty predicted three. Empathy's main prediction was not supported. Given that the number of significant effects predicted depends partly on our choice of hypotheses, a detailed consideration of each result is advised. We do, however, note the methodological value of examining many competing theories in the same experiment.
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    Dynamics of Co-Transcriptional Pre-mRNA Folding Influences the Induction of Dystrophin Exon Skipping by Antisense Oligonucleotides
    (PLOS, 2008-03-26) Wee, Keng Boon; Dwi Pramono, Zacharias Aloysius; Wang, Jian Li; MacDorman, Karl F.; Lai, Poh San; Yee, Woon Chee; Human-Centered Computing, School of Informatics and Computing
    Antisense oligonucleotides (AONs) mediated exon skipping offers potential therapy for Duchenne muscular dystrophy. However, the identification of effective AON target sites remains unsatisfactory for lack of a precise method to predict their binding accessibility. This study demonstrates the importance of co-transcriptional pre-mRNA folding in determining the accessibility of AON target sites for AON induction of selective exon skipping in DMD. Because transcription and splicing occur in tandem, AONs must bind to their target sites before splicing factors. Furthermore, co-transcriptional pre-mRNA folding forms transient secondary structures, which redistributes accessible binding sites. In our analysis, to approximate transcription elongation, a “window of analysis” that included the entire targeted exon was shifted one nucleotide at a time along the pre-mRNA. Possible co-transcriptional secondary structures were predicted using the sequence in each step of transcriptional analysis. A nucleotide was considered “engaged” if it formed a complementary base pairing in all predicted secondary structures of a particular step. Correlation of frequency and localisation of engaged nucleotides in AON target sites accounted for the performance (efficacy and efficiency) of 94% of 176 previously reported AONs. Four novel insights are inferred: (1) the lowest frequencies of engaged nucleotides are associated with the most efficient AONs; (2) engaged nucleotides at 3′ or 5′ ends of the target site attenuate AON performance more than at other sites; (3) the performance of longer AONs is less attenuated by engaged nucleotides at 3′ or 5′ ends of the target site compared to shorter AONs; (4) engaged nucleotides at 3′ end of a short target site attenuates AON efficiency more than at 5′ end.
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    Individual differences predict sensitivity to the uncanny valley
    (John Benjamins Publishing, 2015-01) MacDorman, Karl F.; Entezari, Steven O.; Human-Centered Computing, School of Informatics and Computing
    It can be creepy to notice that something human-looking is not real. But can sensitivity to this phenomenon, known as the uncanny valley, be predicted from superficially unrelated traits? Based on results from at least 489 participants, this study examines the relation between nine theoretically motivated trait indices and uncanny valley sensitivity, operationalized as increased eerie ratings and decreased warmth ratings for androids presented in videos. Animal Reminder Sensitivity, Neuroticism, its Anxiety facet, and Religious Fundamentalism significantly predicted uncanny valley sensitivity. In addition, Concern over Mistakes and Personal Distress significantly predicted android eerie ratings but not warmth. The structural equation model indicated that Religious Fundamentalism operates indirectly, through robot-related attitudes, to heighten uncanny valley sensitivity, while Animal Reminder Sensitivity increases eerie ratings directly. These results suggest that the uncanny valley phenomenon may operate through both sociocultural constructions and biological adaptations for threat avoidance, such as the fear and disgust systems. Trait indices that predict uncanny valley sensitivity warrant investigation by experimental methods to explicate the processes underlying the uncanny valley phenomenon.
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    A novel set of features for continuous hand gesture recognition
    (Springer, 2014) Bhuyan, M. K.; Kumar, D. Ajay; MacDorman, Karl F.; Iwahori, Yuji; Human-Centered Computing, School of Informatics and Computing
    Applications requiring the natural use of the human hand as a human–computer interface motivate research on continuous hand gesture recognition. Gesture recognition depends on gesture segmentation to locate the starting and end points of meaningful gestures while ignoring unintentional movements. Unfortunately, gesture segmentation remains a formidable challenge because of unconstrained spatiotemporal variations in gestures and the coarticulation and movement epenthesis of successive gestures. Furthermore, errors in hand image segmentation cause the estimated hand motion trajectory to deviate from the actual one. This research moves toward addressing these problems. Our approach entails using gesture spotting to distinguish meaningful gestures from unintentional movements. To avoid the effects of variations in a gesture’s motion chain code (MCC), we propose instead to use a novel set of features: the (a) orientation and (b) length of an ellipse least-squares fitted to motion-trajectory points and (c) the position of the hand. The features are designed to support classification using conditional random fields. To evaluate the performance of the system, 10 participants signed 10 gestures several times each, providing a total of 75 instances per gesture. To train the system, 50 instances of each gesture served as training data and 25 as testing data. For isolated gestures, the recognition rate using the MCC as a feature vector was only 69.6 % but rose to 96.0 % using the proposed features, a 26.1 % improvement. For continuous gestures, the recognition rate for the proposed features was 88.9 %. These results show the efficacy of the proposed method.
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    Sending an Avatar to Do a Human’s Job: Compliance with Authority Persists Despite the Uncanny Valley
    (MIT Press, 2015) Patel, Himalaya; MacDorman, Karl F.; Human-Centered Computing, School of Informatics and Computing
    Just as physical appearance affects social influence in human communication, it may also affect the processing of advice conveyed through avatars, computer-animated characters, and other human-like interfaces. Although the most persuasive computer interfaces are often the most human-like, they have been predicted to incur the greatest risk of falling into the uncanny valley, the loss of empathy attributed to characters that appear eerily human. Previous studies compared interfaces on the left side of the uncanny valley, namely, those with low human likeness. To examine interfaces with higher human realism, a between-groups factorial experiment was conducted through the internet with 426 midwestern U.S. undergraduates. This experiment presented a hypothetical ethical dilemma followed by the advice of an authority figure. The authority was manipulated in three ways: depiction (digitally recorded or computer animated), motion quality (smooth or jerky), and advice (disclose or refrain from disclosing sensitive information). Of these, only the advice changed opinion about the ethical dilemma, even though the animated depiction was significantly eerier than the human depiction. These results indicate that compliance with an authority persists even when using an uncannily realistic computer-animated double.
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    The doctor’s digital double: how warmth, competence, and animation promote adherence intention
    (2018-11) Dai, Zhengyan; MacDorman, Karl F.; Human-Centered Computing, School of Informatics and Computing
    Background Each year, patient nonadherence to treatment advice costs the US healthcare system more than $300 billion and results in 250,000 deaths. Developing virtual consultations to promote adherence could improve public health while cutting healthcare costs and usage. However, inconsistencies in the realism of computer-animated humans may cause them to appear eerie, a phenomenon termed the uncanny valley. Eeriness could reduce a virtual doctor’s credibility and patients’ adherence. Methods In a 2 × 2 × 2 between-groups posttest-only experiment, 738 participants played the role of a patient in a hypothetical virtual consultation with a doctor. The consultation varied in the doctor’s Character (good or poor bedside manner), Outcome (received a fellowship or sued for malpractice), and Depiction (a recorded video of a real human actor or of his 3D computer-animated double). Character, Outcome, and Depiction were designed to manipulate the doctor’s level of warmth, competence, and realism, respectively. Results Warmth and competence increased adherence intention and consultation enjoyment, but realism did not. On the contrary, the computer-animated doctor increased adherence intention and consultation enjoyment significantly more than the doctor portrayed by a human actor. We propose that enjoyment of the animated consultation caused the doctor to appear warmer and more real, compensating for his realism inconsistency. Expressed as a path model, this explanation fit the data. Discussion The acceptance and effectiveness of the animation should encourage the development of virtual consultations, which have advantages over creating content with human actors including ease of scenario revision, internationalization, localization, personalization, and web distribution.