Anthropomorphism in robotics is not to build an artificial human but rather to take advantage of it as a mechanism through which social interaction can be facilitated. The more human-like a robot is, the more likely it is to be accepted by humans. Anthropomorphic robots are more likely to be able to interact with humans efficiently.
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Robots Should be Anthropomorphic to Interact with Humans Efficiently.docx
Anthropomorphism in robotics is not to build an artificial human but rather to take advantage of it as a mechanism through which social interaction can be facilitated. The more human-like a robot is, the more likely it is to be accepted by humans. Anthropomorphic robots are more likely to be able to interact with humans efficiently.
Anthropomorphism in robotics is not to build an artificial human but rather to take advantage of it as a mechanism through which social interaction can be facilitated. The more human-like a robot is, the more likely it is to be accepted by humans. Anthropomorphic robots are more likely to be able to interact with humans efficiently.
In this era, the development in the world of robotics is growing rapidly. Robots created even more each day, more sophisticated and more human likely. A lot of human works can now be replaced by the existence of the robots. This is also related to the development of computer programming which is getting better each day. The main aspect in design robot is to create a socially interactive robot. The reason simply is to make humans can interact efficiently with robots. One approach to enhance peoples acceptance of robots is the attempt to increase a robots familiarity by using anthropomorphic (humanlike) design and human social characteristics. This implies humanlike parts of a robots physical shape, the usage of facial expressions and other social cues, as well as natural humanlike interaction and communication such as speech and gestures. However, the role of anthropomorphism in robotics is not to build an artificial human but rather to take advantage of it as a mechanism through which social interaction can be facilitated. An underlying assumption is that humans prefer to interact with machines in the same way that they interact with other people. Anthropomorphism originates from the Greek anthropos for human and morphe for shape or form. It describes peoples tendency to attribute human characteristics to non-lifelike artifacts. The essence of anthropomorphism is to imbue the imagined or real behavior of non-human agents with human-like characteristics, motivations, intentions and emotions. The last decade we experience an increasing demand for human-robot interaction applications, so anthropomorphism becomes a necessity for two main reasons, safety and social connection through robot likeability. Regarding safety, it has been proved that human-like motion can be more easily interpreted by humans. Nearly 140 years ago, Charles Darwin suggested anthropomorphism as a necessary tool for efficiently understanding non-human agents. Thus, in scenarios where human and robots cooperate advantageously in order to execute a specific task. If robots move anthropomorphically, users can more easily understand or even predict their motion and adjust accordingly their activity, in order to avoid possible injuries. Regarding social connection through robot likeability, the more human-like a robot is in terms of motion (coordinated motion, synergistic behavior, etc.), appearance (form, synthetic skin, etc.), expressions (facial), perceive intelligence, then the more easily will manage to establish a solid social connection with human beings. In the design of socially interactive robots, anthropomorphism plays an important role and is reflected in the robots form (appearance), behavior (motion) and interaction (modality). Robotics uses the mechanism to increase acceptance of robots and facilitate interaction.
Anthropomorphic design means an imitation of human (or natural) form.
In robotics, anthropomorphic design refers to three parts: a robots shape, behavior and interaction/communication with the human. Social robots make further use of human social characteristics, such as ex-press/perceive emotions, communicate with high-level dialogue, learn/recognize models of other agents, establish/maintain social relationships, use natural cues (gaze, gestures, etc.), exhibit distinctive personality and character, learn/develop social competencies. One may ask how much human-likeness we want to have in nonhuman objects. How will people react to a robot that resembles a human? In 1970, Mashiro Mori formulated a theory called the uncanny valley. It describes peoples reactions to technologies that resemble a human too close while still not being one. Mori hypothesized that a persons response to a human-like robot would abruptly shift from empathy to revulsion as it approached, but failed to attain, a lifelike appearance. On one hand, robots with humanlike design cues can elicit social responses from humans which in turn can have a positive impact on acceptance. People responded more positively to an artifact that displayed humanlike behavioral characteristics (emotions, facial expression) in contrast to a purely functional design. However, user preferences were task and context dependent. Thus, the appearance of a robot should match its capabilities as well as the users expectations. Anthropomorphizing a technological agent appears to create some social connection to it, aids in learning how to use it, and how pleasant and usable it is perceived. People preferred to collaborate with a robot that was able to respond socially. On the other hand, robots that overuse anthropomorphic form, such as humanoids that almost perfectly resemble a human but still remain unnatural copies, can have a contrary effect and evoke fear or rejection.