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Anthropomorphism

Anthropomorphism is the attribution of human traits, emotions, or intentions to non-human entities.[1] It is considered to be an innate tendency of human psychology.[2] Personification is the related attribution of human form and characteristics to abstract concepts such as nations, emotions, and natural forces, such as seasons and weather. Both have ancient roots as storytelling and artistic devices, and most cultures have traditional fables with anthropomorphized animals as characters. People have also routinely attributed human emotions and behavioral traits to wild as well as domesticated animals.[3]

This article is about the attribution of human traits, emotions, or intentions to non-human entities. For the representation of a thing or abstraction as a person, see Personification.

Etymology

Anthropomorphism and anthropomorphization derive from the verb form anthropomorphize,[a] itself derived from the Greek ánthrōpos (ἄνθρωπος, lit. "human") and morphē (μορφή, "form"). It is first attested in 1753, originally in reference to the heresy of applying a human form to the Christian God.[b][1]

In literature

Religious texts

There are various examples of personification in both the Hebrew Bible and Christian New Testaments, as well as in the texts of some other religions.

In television

Since the 1960s, anthropomorphism has also been represented in various animated television shows such as Biker Mice From Mars (1993–1996) and SWAT Kats: The Radical Squadron (1993–1995). Teenage Mutant Ninja Turtles, first aired in 1987, features four pizza-loving anthropomorphic turtles with a great knowledge of ninjutsu, led by their anthropomorphic rat sensei, Master Splinter. Nickelodeon's longest running animated TV series SpongeBob SquarePants (1999–present), revolves around SpongeBob, a yellow sea sponge, living in the underwater town of Bikini Bottom with his anthropomorphic marine life friends. Cartoon Network's animated series The Amazing World of Gumball (2011–2019) are about anthropomorphic animals and inanimate objects. All of the characters in Hasbro Studios' TV series My Little Pony: Friendship Is Magic (2010–2019) are anthropomorphic fantasy creatures, with most of them being ponies living in the pony-inhabited land of Equestria. The Netflix original series Centaurworld focuses on a warhorse who gets transported to a Dr. Seuss-like world full of centaurs who possess the bottom half of any animal, as opposed to the traditional horse.


In the American animated TV series Family Guy, one of the show's main characters, Brian, is a dog. Brian shows many human characteristics – he walks upright, talks, smokes, and drinks Martinis – but also acts like a normal dog in other ways; for example, he cannot resist chasing a ball and barks at the mailman, believing him to be a threat. In a similar case, BoJack Horseman, an American Netflix adult animated black comedy series, takes place in an alternate world where humans and anthropomorphic animals live side by side, and centers around the life of BoJack Horseman; a humanoid horse who was a one hit wonder on a popular 1990s sitcom Horsin' Around, living off the show's residuals in present time. Multiple main characters of the series are other animals who possess human body form and other human-like traits and identity as well; Mr. Peanutbutter, a humanoid dog lives a mostly human life—he speaks American English, walks upright, owns a house, drives a car, is in a romantic relationship with a human woman (in this series, as animals and humans are seen as equal, relationships like this are not seen as bestiality but seen as regular human sexuality), Diane, and has a successful career in television—however also exhibits dog traits—he sleeps in a human-size dog bed, gets arrested for having a drag race with the mailman and is once forced to wear a dog cone after he gets stitches in his arm.


The PBS Kids animated series Let's Go Luna! centers on an anthropomorphic female Moon who speaks, sings, and dances. She comes down out of the sky to serve as a tutor of international culture to the three main characters: a boy frog and wombat and a girl butterfly, who are supposed to be preschool children traveling a world populated by anthropomorphic animals with a circus run by their parents.


The French-Belgian animated series Mush-Mush & the Mushables takes place in a world inhabited by Mushables, which are anthropomrphic fungi, along with other critters such as beetles, snails, and frogs.

In computing

In science fiction, an artificially intelligent computer or robot, even though it has not been programmed with human emotions, often spontaneously experiences those emotions anyway: for example, Agent Smith in The Matrix was influenced by a "disgust" toward humanity. This is an example of anthropomorphism: in reality, while an artificial intelligence could perhaps be deliberately programmed with human emotions or could develop something similar to an emotion as a means to an ultimate goal if it is useful to do so, it would not spontaneously develop human emotions for no purpose whatsoever, as portrayed in fiction.[66]


One example of anthropomorphism would be to believe that one's computer is angry at them because they insulted it; another would be to believe that an intelligent robot would naturally find a woman attractive and be driven to mate with her. Scholars sometimes disagree with each other about whether a particular prediction about an artificial intelligence's behavior is logical, or whether the prediction constitutes illogical anthropomorphism.[66] An example that might initially be considered anthropomorphism, but is in fact a logical statement about an artificial intelligence's behavior, would be the Dario Floreano experiments where certain robots spontaneously evolved a crude capacity for "deception", and tricked other robots into eating "poison" and dying: here, a trait, "deception", ordinarily associated with people rather than with machines, spontaneously evolves in a type of convergent evolution.[67]


The conscious use of anthropomorphic metaphor is not intrinsically unwise; ascribing mental processes to the computer, under the proper circumstances, may serve the same purpose as it does when humans do it to other people: it may help persons to understand what the computer will do, how their actions will affect the computer, how to compare computers with humans, and conceivably how to design computer programs. However, inappropriate use of anthropomorphic metaphors can result in false beliefs about the behavior of computers, for example by causing people to overestimate how "flexible" computers are.[68] According to Paul R. Cohen and Edward Feigenbaum, in order to differentiate between anthropomorphization and logical prediction of AI behavior, "the trick is to know enough about how humans and computers think to say exactly what they have in common, and, when we lack this knowledge, to use the comparison to suggest theories of human thinking or computer thinking."[69]


Computers overturn the childhood hierarchical taxonomy of "stones (non-living) → plants (living) → animals (conscious) → humans (rational)", by introducing a non-human "actor" that appears to regularly behave rationally. Much of computing terminology derives from anthropomorphic metaphors: computers can "read", "write", or "catch a virus". Information technology presents no clear correspondence with any other entities in the world besides humans; the options are either to leverage an emotional, imprecise human metaphor, or to reject imprecise metaphor and make use of more precise, domain-specific technical terms.[68]


People often grant an unnecessary social role to computers during interactions. The underlying causes are debated; Youngme Moon and Clifford Nass propose that humans are emotionally, intellectually and physiologically biased toward social activity, and so when presented with even tiny social cues, deeply infused social responses are triggered automatically.[68][70] This may allow incorporation of anthropomorphic features into computers/robots to enable more familiar "social" interactions, making them easier to use.[71]


Alleged examples of anthropomorphism toward AI have included: Google engineer Blake Lemoine's widely derided 2022 claim that the Google LaMDA chatbot was sentient;[72] the 2017 granting of honorary Saudi Arabian citizenship to the robot Sophia; and the reactions to the chatbot ELIZA in the 1960s.[73]

Psychology

Foundational research

In psychology, the first empirical study of anthropomorphism was conducted in 1944 by Fritz Heider and Marianne Simmel.[74] In the first part of this experiment, the researchers showed a 2-and-a-half-minute long animation of several shapes moving around on the screen in varying directions at various speeds. When subjects were asked to describe what they saw, they gave detailed accounts of the intentions and personalities of the shapes. For instance, the large triangle was characterized as a bully, chasing the other two shapes until they could trick the large triangle and escape. The researchers concluded that when people see objects making motions for which there is no obvious cause, they view these objects as intentional agents (individuals that deliberately make choices to achieve goals).


Modern psychologists generally characterize anthropomorphism as a cognitive bias. That is, anthropomorphism is a cognitive process by which people use their schemas about other humans as a basis for inferring the properties of non-human entities in order to make efficient judgements about the environment, even if those inferences are not always accurate.[2] Schemas about humans are used as the basis because this knowledge is acquired early in life, is more detailed than knowledge about non-human entities, and is more readily accessible in memory.[75] Anthropomorphism can also function as a strategy to cope with loneliness when other human connections are not available.[76]

Three-factor theory

Since making inferences requires cognitive effort, anthropomorphism is likely to be triggered only when certain aspects about a person and their environment are true. Psychologist Adam Waytz and his colleagues created a three-factor theory of anthropomorphism to describe these aspects and predict when people are most likely to anthropomorphize.[75] The three factors are:

Almada tram in smiley livery

Almada tram in smiley livery

Pareidolia of a face in a rock

Pareidolia of a face in a rock

Seymore D. Fair 1st-ever World Expo Mascot

Seymore D. Fair 1st-ever World Expo Mascot

A Danish electrical socket – with its two 'eyes' and a 'mouth' (all three functional parts of the device), forming a pareidolic face

A Danish electrical socket – with its two 'eyes' and a 'mouth' (all three functional parts of the device), forming a pareidolic face

; McCarthy, Susan (1996). When Elephants Weep: Emotional Lives of Animals. Vintage. p. 272. ISBN 978-0-09-947891-1.

Masson, Jeffrey Moussaieff

Baynes, T. S., ed. (1878). . Encyclopædia Britannica. Vol. 2 (9th ed.). New York: Charles Scribner's Sons. pp. 123–124.

"Anthropomorphism" 

Mackintosh, Robert (1911). . In Chisholm, Hugh (ed.). Encyclopædia Britannica. Vol. 2 (11th ed.). Cambridge University Press. p. 120.

"Anthropomorphism" 

Kennedy, John S. (1992). . Cambridge University Press. ISBN 978-0-521-42267-3.

The New Anthropomorphism

(1998). The Prehistory Of The Mind: A Search for the Origins of Art, Religion and Science. Phoenix. p. 480. Bibcode:1996pmso.book.....M. ISBN 978-0-7538-0204-5.

Mithen, Steven

in the Encyclopedia of Human-Animal Relationships (Horowitz A., 2007)

"Anthropomorphism" entry

"Anthropomorphism" entry in the Encyclopedia of Astrobiology, Astronomy, and Spaceflight

Archived 1 December 2021 at the Wayback Machine Collection at The Gallery of Graphic Design.

"Anthropomorphism" in mid-century American print advertising.