HomeCognitive ScienceThe Uncanny Valley: 3D Face Morph

The Uncanny Valley: 3D Face Morph

Orbit a real 3D procedural head mesh and drag a human-likeness slider to morph it from blocky robot through the eerie uncanny-valley zone to near-human, while a live Mori comfort-curve graph tracks your position.

Cognitive Science3DModerate60 FPS⇄ 2D version
3d-uncanny-valley-morph-curve ↗ Open standalone

This simulation renders a real, orbitable 3D procedural head mesh that you morph along a human-likeness slider — from a blocky, faceted robotic form, through a smoother stylized stage, into a danger zone where the surface picks up subtle uncanny texture artifacts on near-human geometry, and finally to a fully smooth human-like face. A live graph overlays Masahiro Mori's 1970 comfort curve (shinwakan) and tracks a marker at your current slider position, so you can see exactly where the plunge into eeriness occurs. Toggle the danger-zone surface artifacts on or off to compare a "clean" morph against one that carries the uncanny micro-texture Mori's hypothesis is often illustrated with. The curve itself is a well-documented, widely replicated finding in robotics and CGI perception research; what actually causes the dip — violated expectations, corpse/threat-avoidance cues, or a conflict in categorizing the face as alive or not — remains an open, debated question.

⚙ Under the hood

Orbit a real 3D procedural head mesh and drag a human-likeness slider to morph it from blocky robot through the eerie uncanny-valley zone to near-human, while a live Mori comfort-curve graph tracks your position.

PsychologyUncanny ValleyHalloweenThree.js

3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install

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