Difference between revisions of "Anthropomorphism" - New World Encyclopedia

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{{seealso|Anthropomorphobia}}
 
{{seealso|Anthropomorphobia}}
  
 
[[Image:HONDA ASIMO.jpg|right|250px|thumbnail|[[ASIMO]] is an anthropomorphic [[robot]] created in [[2000]] by [[Honda]]]]
 
[[Image:HONDA ASIMO.jpg|right|250px|thumbnail|[[ASIMO]] is an anthropomorphic [[robot]] created in [[2000]] by [[Honda]]]]
  
'''Anthropomorphism''' is the attribution of [[human]] characteristics and qualities to non-human beings, objects, natural, or supernatural phenomena. A form of [[personification]] (applying human or animal qualities to inanimate objects), anthropomorphism is similar to [[prosopopoeia]] (adopting the persona of another person). [[Animal]]s, the forces of [[nature]], and unseen or unknown authors of chance are frequent subjects of anthropomorphosis.  
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'''Anthropomorphism''' is the attribution of human characteristics and qualities to non-human beings, objects, natural, or supernatural phenomena. Animals, the forces of [[nature]], and unseen or unknown authors of chance are frequent subjects of anthropomorphosis. The term comes from two [[Greek language|Greek]] words, άνθρωπος (''anthrōpos''), meaning "human", and μορφή (''morphē''), meaning "shape" or "form". The suffix '-ism' originates from the morpheme '-isma' in the Greek language.
  
The term comes from two [[Greek language|Greek]] words, άνθρωπος (''anthrōpos''), meaning "human", and μορφή (''morphē''), meaning "shape" or "form". The suffix '-ism' originates from the [[morpheme]] '-isma' in the Greek language.
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Many religious beliefs attribute human qualities and emotions, such as love, jealousy, and anger to the divine, in order to understand the relationship between man and God, and man’s position in the universe. Anthropomorphism is frequently used as a device in art, literature and film to convey the author’s message through a symbolic animal or object with human qualitiesIn technology and science, the behavior of machines and computers is sometimes described in terms of human behavior. The modern science of robotics, which is developing machines to carry out automated tasks or enhance human performance, employs anthropomorphism to engage human beings intellectually and emotionally with machines or computers. Computer science studies and attempts to emulate the processes of the human brain in technology.  
<!--This seems to be a response to something no longer in the article.
 
  It is suggested that the ''New English Dictionary'' is misled by the 1866 reprint of Paul Bayne on Ephesians when it quotes "anthropomorhist" as 17th century English. Seventeenth century editions print "anthropomorphits," ''i.e''. anthropomorphites, in sense (1). The older abstract term is "anthropopathy," literally "attributing human feelings," in sense (2).—>
 
  
==In religions and mythologies==
 
  
[[Image:Apollo1.JPG|thumb|200px|right|The [[Roman mythology|Roman god]] [[Apollo]] is an anthropomorphic representation of the [[Sun]].]]
 
  
In [[religion]] and [[mythology]], "anthropomorphism" refers to the perception of a divine being or beings in human form, or the recognition of human qualities generally, in these beings. Many mythologies are almost entirely concerned with anthropomorphic [[deity|deities]] who express human characteristics such as [[jealousy]], [[hatred]], or [[love]]. The [[family tree of the Greek gods|Greek gods]] such as [[Zeus]] and [[Apollo (god)|Apollo]] were often depicted in human form exhibiting both commendable and despicable human traits.
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== Anthropomorphism in Religion ==
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Since most religious beliefs are homocentric, concerned with questions such as the purpose of man’s existence, the origin of mankind, and man’s place in the universe, many belief systems assign human attributes to the divine. From the perspective of believers of a religion where the deity or deities have human characteristics, it may be more accurate to describe the phenomenon as “theomorphism,or the giving of divine qualities to humans, instead of anthropomorphism, the giving of human qualities to the divine. In most belief systems, the deity or deities existed before humans, and therefore humans were created in the form of the divine.  For those who do not subscribe to the religious beliefs, it appears as anthropomorphism, the projection of human qualities on the deity.
  
===Biblical literalism===
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Numerous different sects throughout history have been called ''anthropomorphites'', including a [[sect]] in [[Egypt]] in the [[4th century]], and a group in the [[Roman Catholic Church]] in the [[10th century]]. Such sects were considered [[heresy|heretical]] for their [[biblical literalism]], taking everything written and spoken of God in the [[Bible]] in a literal sense. This included attributing to God a human form, human parts, and human passions. The passage they chiefly referred to was [[Book of Genesis|Genesis]] 1:27, listed below in the original [[Hebrew language|Hebrew]], and in the [[New American Standard Bible]] translation into [[English language|English]]. {{ref label|1728|2|1}}
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===Mythologies===
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[[Image:Apollo1.JPG|thumb|200px|right|The [[Roman mythology|Roman god]] Apollo is an anthropomorphic representation of the [[Sun]].]]
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Ancient mythologies frequently represented the divine as a god or gods with human forms and qualities. Not only did these gods resemble man in appearance and personality; they exhibited many human behaviors which were used to explain natural phenomena, creation and historical events.  The gods fell in love, married, had children, fought battles, wielded weapons, and rode horses and chariots.  They feasted on special foods, and sometimes required sacrifices of food, beverage and sacred objects to be made by human beings.  Some anthropomorphic gods represented specific human concepts, such as love, war, fertility, beauty, and the seasons. Anthropomorphic gods exhibited ideal human qualities such as beauty, wisdom and power, and sometimes human weaknesses such as greed, hatred, jealousy and uncontrollable anger. [[Greek mythology|Greek gods]] such as Zeus and Apollo were often depicted in human form exhibiting both commendable and despicable human traits. The avatars of the Hindu god Vishnu possessed human forms and qualities. Norse myths spoke of twelve great gods and twenty-four goddesses who lived in a region above the earth called Avgard. The Shinto faith in Japan taught that all Japanese people were descended from a female ancestor called Amaterasu. 
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Anthropomorphic gods are depicted in primitive and in ancient art found at archaeological sites all over the world. Greek and Roman statuary, Mayan and Aztec friezes, pre-Colombian and Inca pottery and jewelry, Hindu temples and carvings, Egyptian frescos and monuments, African masks and fertility statues continue to inspire and awe modern audiences with their beauty and spirituality.
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== Anthropomorphism in the Bible ==
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The first book of the Old Testament clearly indicated that God had qualities and attributes similar to those of human beings. [[Book of Genesis|, listed below in the original [[Hebrew language|Hebrew]], and in the [[New American Standard Bible]] translation into [[English language|English]]. {{ref label|1728|2|1}}
  
 
{{cquote|1=<span lang="he" title="Hebrew text" dir="rtl" style="font-family: Times New Roman, David, none;" class="spanHe">וַיִּבְרָא אֱלֹהִים אֶת-הָאָדָם בְּצַלְמוֹ, בְּצֶלֶם אֱלֹהִים בָּרָא אֹתוֹ: זָכָר וּנְקֵבָה, בָּרָא אֹתָם.</span>
 
{{cquote|1=<span lang="he" title="Hebrew text" dir="rtl" style="font-family: Times New Roman, David, none;" class="spanHe">וַיִּבְרָא אֱלֹהִים אֶת-הָאָדָם בְּצַלְמוֹ, בְּצֶלֶם אֱלֹהִים בָּרָא אֹתוֹ: זָכָר וּנְקֵבָה, בָּרָא אֹתָם.</span>
  
''God created man around His own image, in the image of God He created him; male or female He created them.''}}
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''God created man around His own image, in the image of God He created him; male or female He created them.'' Genesis 1:27}}
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The Old Testament frequently portrays God as a master, lord or father, at times jealous and angry, at other times responding to the supplications of his people with mercy and compassion.  In the New Testament, Jesus emphasizes God’s fatherly love and uses parables such as the Prodigal Son (Luke 15:11-32) and the Lost Sheep (Matthew 18:12) to demonstrate the way in which God loves man.  Jesus never implies that God has a physical body resembling man, but that God resembles man in heart and love.   
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Numerous Christian sects throughout history, called ''anthropomorphites'', including a sect in [[Egypt]] in the fourth century, and a group in the [[Roman Catholic Church]] in the tenth century, were considered [[heresy|heretical]] for taking everything written and spoken of God in the [[Bible]] in a literal sense. This included attributing to God a human form, human parts, and human passions.
  
 
===Hinduism===
 
===Hinduism===
The ten [[avatar]]s of the [[Hindu]] supreme God [[Vishnu]] possess both human and divine forms and qualities, although their divinity varies in degree. In [[Vaishnavism]], a monotheistic faith, Vishnu is [[omniscience|omniscient]] and [[benevolence|benevolent]], unlike gods of the [[Ancient Greek Religion|Greek]] and [[Roman religion|Roman]] religions. See [[God#Conceptions of God in Hinduism|Conceptions of God in Hinduism]].
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The ten avatars of the [[Hinduism|Hindu]] supreme God [[Vishnu]] possess both human and divine forms and qualities, although their divinity varies in degree. In [[Vaishnavism]], a monotheistic faith, Vishnu is [[omniscience|omniscient]] and [[benevolence|benevolent]], unlike gods of the [[Ancient Greek Religion|Greek]] and [[Roman religion|Roman]] religions. See [[God#Conceptions of God in Hinduism|Conceptions of God in Hinduism]].
  
===Condemnation===
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===Condemnation of Anthropomorphism===
Numerous religions and philosophies have condemned anthropomorphism for various reasons. Some [[Greek philosophy|Ancient Greek philosophers]] did not condone, and were explicitly hostile to, their people's mythology. These philosophers often developed monotheistic views. [[Plato]]'s (427&ndash;347 [[Common Era|BCE]]) [[Demiurge]] (craftsman) in the ''[[Timaeus (dialogue)|Timaeus]]'' and [[Aristotle|Aristotle's]] (384&ndash;322 BCE) [[Cosmological argument|prime mover]] in his ''[[Physics (Aristotle)|Physics]]'' are examples. The Greek philosopher [[Xenophanes]] (570&ndash;480 BCE) said that "the greatest God" resembles man "neither in form nor in mind." ([[Clement of Alexandria]], ''Miscellanies'' V xiv 109.1-3). The similarity of these philosophers' concepts of God to that of the [[Bible]]'s facilitated the incorporation of much pre-Christian Greek philosophy into the [[Middle Ages|Medieval]] Christian [[world view]] by the [[Scholasticism|Scholastics]], notably [[Thomas Aquinas]].
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Numerous religions and philosophies have condemned anthropomorphism for various reasons. Some [[Greek philosophy|Ancient Greek philosophers]] did not condone, and were explicitly hostile to, their people's mythology. Many of these philosophers developed monotheistic views. [[Plato]]'s (427&ndash;347 b.c.e.) Demiurge (craftsman) in the ''Timaeus'' and [[Aristotle|Aristotle's]] (384 - 322 b.c.e.) prime mover in his ''Physics'' are examples. The Greek philosopher [[Xenophanes]] (570 - 480 bc.e.) said that "the greatest God" resembles man "neither in form nor in mind." ([[Clement of Alexandria]], ''Miscellanies'' V xiv 109.1-3). The similarity of these philosophers' monotheistic concepts of God to that of the [[Bible]]'s concept facilitated the incorporation of much pre-Christian Greek philosophy into the [[Middle Ages|Medieval]] Christian [[world view]] by the [[Scholasticism|Scholastics]], notably [[Thomas Aquinas]].
  
From the perspective of believers of a religion where the deity or deities have human characteristics, it may be more accurate to describe the phenomenon as [[theomorphism]], or the giving of divine qualities to humans, instead of anthropomorphism, the giving of human qualities to the divine. The reason for this being that according to their beliefs, the deity or deities usually existed before humans, and therefore humans were created in the form of the divine, not vice versa. However, for those who do not subscribe to the beliefs of the religion, the phenomenon can be considered anthropomorphism.
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==In Rhetoric==
  
==In rhetoric==
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In classical [[rhetoric]], personification is a [[figure of speech]] (trope) that employs the deliberate use of anthropomorphism, often to make an emotional appeal. In rhetorical theory, a distinction is often drawn between personification (anthropomorphism of inanimate, but real, objects) and figures such as apostrophe, in which absent people or abstract concepts are addressed.
Anthropomorphism in the form of personification consists of creating imaginary persons who are the embodiment of an abstraction such as [[Death (personification)|Death]], Lust or War. See the article on the [[Four Horsemen of the Apocalypse]] for notable examples.
 
 
 
In classical [[rhetoric]], personification is a [[figure of speech]] (more specifically a [[trope]]) that employs the deliberate use of anthropomorphism, often to make an emotional appeal. In rhetorical theory, a distinction is often drawn between personification (anthropomorphism of inanimate, but real, objects) and figures such as [[Apostrophe (figure of speech)|apostrophe]], in which an absent people or abstract concepts are addressed.
 
  
 
'''An example of rhetorical personification:'''
 
'''An example of rhetorical personification:'''
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[[Image:Peter Rabbit - Benjamin and Flopsy Bunny - Project Gutenberg eText 14220.jpg|thumbnail|right|200px|Peter Rabbit and wife being importuned by Benjamin and Flopsy Bunny - anthropomorphic characters from [[Beatrix Potter]] books]]
 
[[Image:Peter Rabbit - Benjamin and Flopsy Bunny - Project Gutenberg eText 14220.jpg|thumbnail|right|200px|Peter Rabbit and wife being importuned by Benjamin and Flopsy Bunny - anthropomorphic characters from [[Beatrix Potter]] books]]
  
==In literature==
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==In Literature, Art and Song==
Anthropomorphism is a well established device in literature, notably in books for children, such as those by [[C.S. Lewis]], [[Beatrix Potter]], [[Roald Dahl]] and [[Lewis Carroll]]. Also, [[W.V. Awdry|Rev. W. Awdry's]] [[The Railway Series|Railway Series]] depicts steam locomotives with human-like faces and personalities.
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Anthropomorphism is a well established device in literature, notably in books for children, such as those by [[C.S. Lewis]], Rudyard Kipling, [[Beatrix Potter]], [[Roald Dahl]] and [[Lewis Carroll]]. [[W.V. Awdry|Rev. W. Awdry's]] Railway Series depicts steam locomotives with human-like faces and personalities. Giving human voices and personalities to animals or objects can win sympathy and convey a moral or philosophical message in a way that ordinary human characters can not. Folk tales like the “Brer Rabbit” stories of the southern United States and Aesop’s Fables help to teach children lessons about ethics and human relationships. The Indian books ''Panchatantra'' (The Five Principles) and ''The Jataka tales'' employ anthropomorphized animals to illustrate various principles of life. Anthropomorphic animals are also used to make comments on human society from an outsider’s point of view. [[George Orwell]]'s ''Animal Farm'' is a modern example of the use of animals in a didactic fable. 
  
[[Terry Pratchett]] is notable for having several anthropomorphic personifications in his ''[[Discworld]]'' books. Perhaps best known is the character [[Death (Discworld)|Death]]. [[Piers Anthony]] also wrote a series regarding the seven [[Incarnations of Immortality|incarnations]] of Death, Time, Fate, War, Nature, Evil, and Good. [[Neil Gaiman]] is notable for anthropomorphising seven aspects of the world in his series ''[[The Sandman (DC Comics/Vertigo)|Sandman]]'' - they are called [[The Endless (comics)|the Endless]]: [[Destiny (DC Comics)|Destiny]], [[Death (DC Comics)|Death]], [[Dream (DC Comics)|Dream]], [[Destruction (DC Comics)|Destruction]], [[Desire (DC Comics)|Desire]], [[Despair (DC Comics)|Despair]], and [[Delirium (DC Comics)|Delirium]].
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The human characteristics commonly ascribed to animals in popular culture are usually related to their perceived personality or disposition (for example, [[owl]]s are usually represented as [[wisdom|wise]]); their appearance ([[penguin]]s are usually portrayed as plump aristocrats], because their plumage resembles a black tuxedo); or a combination of both ([[raccoon]]s are commonly portrayed as bandits, both because the characteristic black stripe over their eyes resembles the mask of a bandit, and because they roam at night and sometimes steal food). Such personification usually stems from ancient myths or folk tales, but soe symbolism is modern. For example, [[fox]]es have been traditionally portrayed as wily and cunning, but penguins were not widely known of before the twentieth century, so all anthropomorphic behavior associated with them is modern.
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Modern anthropomorphism often projects human characteristics on entities other than animals, such as the [[red blood cell]]s in the film ''Osmosis Jones'' and the [[automobiles]] in the 2006 Disney/Pixar movie ''Cars.''
  
The Indian books ''[[Panchatantra]]'' (The Five priniciples) and ''[[The Jataka tales]]'' employ this trick of anthropomorphized animals very effectively to illustrate various principles of life.
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[[Image:TV dinosaurs charlene and robbie angry.jpg|right|thumbnail|200px|Characters from the television sitcom, ''Dinosaurs (TV series)|Dinosaurs'']]
 
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Many of the most famous children's television characters are anthropomorphized comical animals, such as Mickey Mouse, Kermit the Frog, Bugs Bunny, Daffy Duck, and Scrooge McDuck. Newer adult-oriented television series such as ''Family Guy'' and “Mr. Ed”also make use of anthropomorphized characters. Anthropomorphic monsters and fantastical beings are frequently portrayed in science fiction and fantasy as having only superficial details (such as ears or skin color) that differ from normal humans.
It may be noted that the majority of monsters and fantastical beings portrayed in Science Fiction and Fantasy, are extremely anthropomorphic, having only superficial details (such as ears or colour of skin) that differ from normal humans.
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[[Image:Universeface.jpg|thumb|100px|left|An anthropomorphic animal.]]
 
 
==Common usage==
 
It is a common tendency for people to think of inanimate objects as having human-like characteristics. Few, if any people, believe this to have real significance. Common examples of this tendency include naming one's car or begging a machine to work. In 1953 the U. S. Government began assigning [[hurricane]]s female names.  A few years later they added male names. Historically, storms often were named after [[saint]]s. 
 
 
 
Advances in [[artificial intelligence]] are beginning to identify such foibles as a potentially more significant phenomenon as [[computer]]s begin to reach the point where they can recognize spoken language.  Some computers are already very good at displaying very specific and specialized categories of human-like behaviour, such as learning from their mistakes or anticipating certain input, playing [[chess]] and other games with which require human-like intelligence; even—in the case of [[robot]]s—potentially taking on humanlike form. [[Anthropomorphobia]], a [[phobia]] traditionally associated with anxiety responses to nonhuman living things displaying human behavior, is now used to define the phobia of nonliving things that exhibit human qualities.
 
 
 
===Technical use===
 
 
 
[[Hacker]]s and [[programmers]] have always anthropomorphised technology, mostly as a time-saving metaphorical device. Complex technology, specifically [[computers]], can exhibit complicated behavior that can be lengthy to describe in purely inanimate terms. Hackers, therefore, may use human actions and even emotions to describe a computer system's behavior. For example, in a situation where a program encounters minor errors but can still accomplish its task, it may do so but emit an error message. Especially in cases where the error encountered is thought to be trivial, a hacker might say that the computer is complaining. This human action (complaining) conveys that there is a difficulty while acknowledging the triviality of the difficulty, and perhaps the fact that the program does what was required despite the difficulty. See the [http://www.catb.org/~esr/jargon/html/anthropomorphization.html section on ''anthropomorphism''] in the [[Jargon File]] for more information, including the self-referentially hackish joke on the topic "Don't anthropomorphize computers: they hate that."
 
  
This form of anthropomorphism is common in other technical fields as well. For example, a [[chemist]] might casually explain an [[ionic bond]] between [[sodium]] and [[chlorine]] by asserting that the sodium atom "wants" to merge with the chlorine atom, even though atoms are incapable of having a preference. On the other hand, in [[finance]], when a [[financial market]] rises and falls, it might be described as "fickle", but because it is a human-driven process based on human reactions to market forces, it ''is'' capable of reflecting, if not having, human emotions. If the criterion for anthropomorphism is that the subject is ascribed human attributes it does not have, then financial markets and other demographic forces may not qualify. However, they might be considered true personifications of human emotion, and qualify the same way as the personification of desire does.
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Anthropomorphic animal characters are often used in songs and poems for children to add an element of novelty and delight.
  
However, such uses might better be described as [[animism]], since the features falsly attributed to inanimate objects are those of sentient beings (animals) rather than just those of humans.
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==Anthropomorphism and Technology==
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It is a common tendency for people to think of inanimate objects as having human-like characteristics. Common examples of this tendency include naming one's car, singing to plants, or begging a machine to work. In 1953 the U. S. Government began assigning [[hurricane]]s female names.  A few years later they added male names. Historically, storms often were named after [[saint]]s.
  
===Modern occurrences===
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This tendency has taken on a new significance with the advances in [[artificial intelligence]] which allow [[computer]]s to recognize and respond to spoken language. In business, computers have taken over functions formerly performed by humans, such as transferring telephone calls and answering simple customer service enquiries. This can only succeed if the computer is able to resemble a human being enough to trigger a normal response from the customer and inspire them to cooperate, by using appropriate language and reproducing sympathetic human voice tones..  
[[Image:TV dinosaurs charlene and robbie angry.jpg|right|thumbnail|200px|Characters from the television sitcom, ''[[Dinosaurs (TV series)|Dinosaurs]]'']]
 
The use of anthropomorphized animals has a long tradition in art and literature. Frequently they are used to portray stereotypical characters, in order to quickly convey the characteristics the author or artist intends for them to possess. Examples include [[Aesop]]'s fables, [[George Orwell]]'s ''[[Animal Farm]]'' and political cartoons, e.g. ''[[Maus]]''. Many of the most famous children's television characters are anthropomorphized [[funny animal]]s: [[Mickey Mouse]], [[Kermit the Frog]], [[Bugs Bunny]], [[Daffy Duck]], and [[Scrooge McDuck]], for example. While being "funny" is a common trait, it is not a hard rule; Bert the Turtle, star of ''[[Duck and Cover (film)|Duck and Cover]]'' is a children-oriented exception. While children-and-family-oriented series have often featured anthropomorphic animals, newer adult-oriented television series such as ''[[Family Guy]]'' also make use of anthropomorphized characters. The [[Playstation 2]] game ''[[Sly Cooper and the Thievius Raccoonus]]'' also features anthropomorphized characters. ''[[Sonic the Hedgehog series|Sonic The Hedgehog]]'' also features anthropomorphized animals, but with colored fur or skin unlike that of normal animals.
 
  
[[Image:Universeface.jpg|thumb|100px|left|An anthropomorphic animal.]]
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Sophisticated programs now allow computers to mimic specific human thought processes, so that they exhibit human-like behavior in specialized circumstances, such as learning from mistakes or anticipating certain input, and playing [[chess]] and other games which require human-like intelligence. A new field of science has developed to study the processes of the human brain and attempt to reproduce them with technology.
  
The human characteristics commonly ascribed to animals in popular culture usually centers on either their perceived personality or disposition (for example, [[owl]]s are usually designated as [[wisdom|wise]]); their appearance alone ([[penguin]]s are usually portrayed as plump [[aristocrats]], because their [[plumage]] resembles a [[black tie|tuxedo]]); or a combination of both ([[raccoon]]s are commonly portrayed as [[Outlaw|bandits]], both because of the characteristic black stripe over their eyes, which resembles the stereotypical mask of a bandit, and because they roam at night, sometimes breaking into peoples' garbage). It should be noted, however, that such personification can be modern or ancient. For example, [[fox]]es are portrayed as cunning and have been for thousands of years, but penguins were not widely known of before the 20th century and so all anthropomorphic behaviour associated with them is modern.
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The field of robotics recognizes that robots which interact with humans must display human characteristics such as emotion and response in order to be accepted by their users.  Designers of robots include human-like posture and movement, lights, and facial features to satisfy this need. The popularity of modern robotic toys shows that people can feel affection for machines which display human characteristics.
  
One example of modern anthropomorphism is '[[OS-tan]]', an [[Internet phenomenon]] on [[Futaba Channel]] that personifies computer programs, mostly operating systems like [[List of OS-tans#XP|Windows]], [[List of OS-tans#Linux|Linux]] and [[List of OS-tans#Mac OS 9|Mac OS 9]].
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===Technical Use===
  
Since the 1980s, [[furry fandom]] has focused on the appreciation, promotion, and production of stories and art about anthropomorphic animals, as well as the exploration, interpretation and examination of humanity and human values through anthropomorphic expression. Furry fandom and the Furry subculture it is part of have only recently come to the attention of the media.
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Anthropomorphic terminology is common in technical and scientific fields as a time-saving metaphorical device. Complex technology, such as machinery and [[computers]], can exhibit complicated behavior that is difficult to describe in purely inanimate terms. Technicians, computer programmers and machine operators may use human actions and even emotions to describe the behavior of a machine or computer. A chemist might casually explain an [[ionic bond]] between [[sodium]] and [[chlorine]] by asserting that the sodium atom "wants" to merge with the chlorine atom, even though atoms are incapable of having a preference. As a [[financial market]] rises and falls, it might be described as "fickle.
  
Anthropomorphism has also been frequently applied to entities other than animals in modern times. The [[red blood cell]]s in the film ''[[Osmosis Jones]]'' and robots in [[Stanisław Lem]]'s ''[[The Cyberiad]]'' may be considered examples of anthropomorphism.  The [[Discworld]] novels by [[Terry Pratchett]] contain characters such as [[Death]] and [[Time]], who refer to themselves as anthropomorphic personifications of fundamental forces.  Similarly, the [[automobiles]] that are the focus of the 2006 [[Walt Disney Company|Disney]]/[[Pixar]] movie ''[[Cars (film)|Cars]]'' can also be seen as anthropomorphic. In all of the Star Fox video games both the protagonists and antagonists are anthropomorphic animals with the exception of R.O.B. the robot.
 
  
==In logical reasoning==
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==In Logical Reasoning==
[[Image:Dog wearing shades.jpg|thumb|200px|This [[dog]] has been dressed in human [[fashion accessory|accessories]] for [[humorous]] effect.]]Using anthropomorphized caricatures or projecting human qualities on conceptual entities or inanimate objects in [[reasoning]] is also known as committing a [[pathetic fallacy]] (not a pejorative term).
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[[Image:Dog wearing shades.jpg|thumb|200px|This [[dog]] has been dressed in human accessories for humorous effect.]] Using anthropomorphized caricatures or projecting human qualities on conceptual entities or inanimate objects in [[reasoning]] is known as committing a [[pathetic fallacy]] (not a pejorative term).
  
  
  
 
==See also==
 
==See also==
* [[Anthropomorphobia]]
 
* [[Anthropopathy]]
 
 
* [[Figure of speech]]
 
* [[Figure of speech]]
 
* [[Humanoid]]
 
* [[Humanoid]]
* [[Kemono]]
 
* [[List of anthropomorphic personifications]]
 
 
* [[Louis Wain]]
 
* [[Louis Wain]]
* [[Moé anthropomorphism]]
 
* [[National personification]]
 
* [[OS-tan]]
 
 
* [[Pathetic fallacy]]
 
* [[Pathetic fallacy]]
 
* [[Rhetoric]]
 
* [[Rhetoric]]
* [[Uncanny Valley]]
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==References==
 
==References==
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[[Category:Anthropomorphism]]
 
[[Category:Anthropomorphism]]
  
[[bg:Антропоморфия]]
 
[[da:Antropomorfisme]]
 
[[de:Anthropomorphismus]]
 
[[el:Ανθρωπομορφισμός]]
 
[[es:Antropomorfismo]]
 
[[eo:Antropomorfismo]]
 
[[fr:Anthropomorphisme]]
 
[[ia:Anthropomorphismo]]
 
[[hu:Megszemélyesítés]]
 
[[nl:Antropomorfisme]]
 
[[ja:擬人観]]
 
[[no:Prosopopeia]]
 
[[pl:Antropomorfizm]]
 
[[pt:Antropomorfismo]]
 
[[ro:Antropomorfism]]
 
[[ru:Антропоморфизм]]
 
[[simple:Anthropomorphism]]
 
[[fi:Antropomorfism]]
 
[[sv:Antropomorfism]]
 
[[tr:İnsan biçimcilik]]
 
[[zh:擬人化]]
 
  
  
 
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Revision as of 16:26, 15 February 2007


ASIMO is an anthropomorphic robot created in 2000 by Honda

Anthropomorphism is the attribution of human characteristics and qualities to non-human beings, objects, natural, or supernatural phenomena. Animals, the forces of nature, and unseen or unknown authors of chance are frequent subjects of anthropomorphosis. The term comes from two Greek words, άνθρωπος (anthrōpos), meaning "human", and μορφή (morphē), meaning "shape" or "form". The suffix '-ism' originates from the morpheme '-isma' in the Greek language.

Many religious beliefs attribute human qualities and emotions, such as love, jealousy, and anger to the divine, in order to understand the relationship between man and God, and man’s position in the universe. Anthropomorphism is frequently used as a device in art, literature and film to convey the author’s message through a symbolic animal or object with human qualities. In technology and science, the behavior of machines and computers is sometimes described in terms of human behavior. The modern science of robotics, which is developing machines to carry out automated tasks or enhance human performance, employs anthropomorphism to engage human beings intellectually and emotionally with machines or computers. Computer science studies and attempts to emulate the processes of the human brain in technology.


Anthropomorphism in Religion

Since most religious beliefs are homocentric, concerned with questions such as the purpose of man’s existence, the origin of mankind, and man’s place in the universe, many belief systems assign human attributes to the divine. From the perspective of believers of a religion where the deity or deities have human characteristics, it may be more accurate to describe the phenomenon as “theomorphism,” or the giving of divine qualities to humans, instead of anthropomorphism, the giving of human qualities to the divine. In most belief systems, the deity or deities existed before humans, and therefore humans were created in the form of the divine. For those who do not subscribe to the religious beliefs, it appears as anthropomorphism, the projection of human qualities on the deity.


Mythologies

The Roman god Apollo is an anthropomorphic representation of the Sun.

Ancient mythologies frequently represented the divine as a god or gods with human forms and qualities. Not only did these gods resemble man in appearance and personality; they exhibited many human behaviors which were used to explain natural phenomena, creation and historical events. The gods fell in love, married, had children, fought battles, wielded weapons, and rode horses and chariots. They feasted on special foods, and sometimes required sacrifices of food, beverage and sacred objects to be made by human beings. Some anthropomorphic gods represented specific human concepts, such as love, war, fertility, beauty, and the seasons. Anthropomorphic gods exhibited ideal human qualities such as beauty, wisdom and power, and sometimes human weaknesses such as greed, hatred, jealousy and uncontrollable anger. Greek gods such as Zeus and Apollo were often depicted in human form exhibiting both commendable and despicable human traits. The avatars of the Hindu god Vishnu possessed human forms and qualities. Norse myths spoke of twelve great gods and twenty-four goddesses who lived in a region above the earth called Avgard. The Shinto faith in Japan taught that all Japanese people were descended from a female ancestor called Amaterasu.

Anthropomorphic gods are depicted in primitive and in ancient art found at archaeological sites all over the world. Greek and Roman statuary, Mayan and Aztec friezes, pre-Colombian and Inca pottery and jewelry, Hindu temples and carvings, Egyptian frescos and monuments, African masks and fertility statues continue to inspire and awe modern audiences with their beauty and spirituality.

Anthropomorphism in the Bible

The first book of the Old Testament clearly indicated that God had qualities and attributes similar to those of human beings. [[Book of Genesis|, listed below in the original Hebrew, and in the New American Standard Bible translation into English. [2]

וַיִּבְרָא אֱלֹהִים אֶת-הָאָדָם בְּצַלְמוֹ, בְּצֶלֶם אֱלֹהִים בָּרָא אֹתוֹ: זָכָר וּנְקֵבָה, בָּרָא אֹתָם.

God created man around His own image, in the image of God He created him; male or female He created them. Genesis 1:27


The Old Testament frequently portrays God as a master, lord or father, at times jealous and angry, at other times responding to the supplications of his people with mercy and compassion. In the New Testament, Jesus emphasizes God’s fatherly love and uses parables such as the Prodigal Son (Luke 15:11-32) and the Lost Sheep (Matthew 18:12) to demonstrate the way in which God loves man. Jesus never implies that God has a physical body resembling man, but that God resembles man in heart and love.

Numerous Christian sects throughout history, called anthropomorphites, including a sect in Egypt in the fourth century, and a group in the Roman Catholic Church in the tenth century, were considered heretical for taking everything written and spoken of God in the Bible in a literal sense. This included attributing to God a human form, human parts, and human passions.

Hinduism

The ten avatars of the Hindu supreme God Vishnu possess both human and divine forms and qualities, although their divinity varies in degree. In Vaishnavism, a monotheistic faith, Vishnu is omniscient and benevolent, unlike gods of the Greek and Roman religions. See Conceptions of God in Hinduism.

Condemnation of Anthropomorphism

Numerous religions and philosophies have condemned anthropomorphism for various reasons. Some Ancient Greek philosophers did not condone, and were explicitly hostile to, their people's mythology. Many of these philosophers developed monotheistic views. Plato's (427–347 B.C.E.) Demiurge (craftsman) in the Timaeus and Aristotle's (384 - 322 B.C.E.) prime mover in his Physics are examples. The Greek philosopher Xenophanes (570 - 480 B.C.E.) said that "the greatest God" resembles man "neither in form nor in mind." (Clement of Alexandria, Miscellanies V xiv 109.1-3). The similarity of these philosophers' monotheistic concepts of God to that of the Bible's concept facilitated the incorporation of much pre-Christian Greek philosophy into the Medieval Christian world view by the Scholastics, notably Thomas Aquinas.

In Rhetoric

In classical rhetoric, personification is a figure of speech (trope) that employs the deliberate use of anthropomorphism, often to make an emotional appeal. In rhetorical theory, a distinction is often drawn between personification (anthropomorphism of inanimate, but real, objects) and figures such as apostrophe, in which absent people or abstract concepts are addressed.

An example of rhetorical personification:

A tree whose hungry mouth is prest
Against the earth's sweet-flowing breast. Joyce Kilmer, Trees

An example of rhetorical apostrophe:

O eloquent, just, and mighty Death! Walter Raleigh, History of the World
Peter Rabbit and wife being importuned by Benjamin and Flopsy Bunny - anthropomorphic characters from Beatrix Potter books

In Literature, Art and Song

Anthropomorphism is a well established device in literature, notably in books for children, such as those by C.S. Lewis, Rudyard Kipling, Beatrix Potter, Roald Dahl and Lewis Carroll. Rev. W. Awdry's Railway Series depicts steam locomotives with human-like faces and personalities. Giving human voices and personalities to animals or objects can win sympathy and convey a moral or philosophical message in a way that ordinary human characters can not. Folk tales like the “Brer Rabbit” stories of the southern United States and Aesop’s Fables help to teach children lessons about ethics and human relationships. The Indian books Panchatantra (The Five Principles) and The Jataka tales employ anthropomorphized animals to illustrate various principles of life. Anthropomorphic animals are also used to make comments on human society from an outsider’s point of view. George Orwell's Animal Farm is a modern example of the use of animals in a didactic fable.

The human characteristics commonly ascribed to animals in popular culture are usually related to their perceived personality or disposition (for example, owls are usually represented as wise); their appearance (penguins are usually portrayed as plump aristocrats], because their plumage resembles a black tuxedo); or a combination of both (raccoons are commonly portrayed as bandits, both because the characteristic black stripe over their eyes resembles the mask of a bandit, and because they roam at night and sometimes steal food). Such personification usually stems from ancient myths or folk tales, but soe symbolism is modern. For example, foxes have been traditionally portrayed as wily and cunning, but penguins were not widely known of before the twentieth century, so all anthropomorphic behavior associated with them is modern. Modern anthropomorphism often projects human characteristics on entities other than animals, such as the red blood cells in the film Osmosis Jones and the automobiles in the 2006 Disney/Pixar movie Cars.

Many of the most famous children's television characters are anthropomorphized comical animals, such as Mickey Mouse, Kermit the Frog, Bugs Bunny, Daffy Duck, and Scrooge McDuck. Newer adult-oriented television series such as Family Guy and “Mr. Ed”also make use of anthropomorphized characters. Anthropomorphic monsters and fantastical beings are frequently portrayed in science fiction and fantasy as having only superficial details (such as ears or skin color) that differ from normal humans.

File:Universeface.jpg
An anthropomorphic animal.

Anthropomorphic animal characters are often used in songs and poems for children to add an element of novelty and delight.

Anthropomorphism and Technology

It is a common tendency for people to think of inanimate objects as having human-like characteristics. Common examples of this tendency include naming one's car, singing to plants, or begging a machine to work. In 1953 the U. S. Government began assigning hurricanes female names. A few years later they added male names. Historically, storms often were named after saints.

This tendency has taken on a new significance with the advances in artificial intelligence which allow computers to recognize and respond to spoken language. In business, computers have taken over functions formerly performed by humans, such as transferring telephone calls and answering simple customer service enquiries. This can only succeed if the computer is able to resemble a human being enough to trigger a normal response from the customer and inspire them to cooperate, by using appropriate language and reproducing sympathetic human voice tones..

Sophisticated programs now allow computers to mimic specific human thought processes, so that they exhibit human-like behavior in specialized circumstances, such as learning from mistakes or anticipating certain input, and playing chess and other games which require human-like intelligence. A new field of science has developed to study the processes of the human brain and attempt to reproduce them with technology.

The field of robotics recognizes that robots which interact with humans must display human characteristics such as emotion and response in order to be accepted by their users. Designers of robots include human-like posture and movement, lights, and facial features to satisfy this need. The popularity of modern robotic toys shows that people can feel affection for machines which display human characteristics.

Technical Use

Anthropomorphic terminology is common in technical and scientific fields as a time-saving metaphorical device. Complex technology, such as machinery and computers, can exhibit complicated behavior that is difficult to describe in purely inanimate terms. Technicians, computer programmers and machine operators may use human actions and even emotions to describe the behavior of a machine or computer. A chemist might casually explain an ionic bond between sodium and chlorine by asserting that the sodium atom "wants" to merge with the chlorine atom, even though atoms are incapable of having a preference. As a financial market rises and falls, it might be described as "fickle."


In Logical Reasoning

This dog has been dressed in human accessories for humorous effect.

Using anthropomorphized caricatures or projecting human qualities on conceptual entities or inanimate objects in reasoning is known as committing a pathetic fallacy (not a pejorative term).


See also

  • Figure of speech
  • Humanoid
  • Louis Wain
  • Pathetic fallacy
  • Rhetoric


References
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  1. This article incorporates content from the 1728 Cyclopaedia, a publication in the public domain. Anthropomorphite.
  2. Shipley, Orby. ed. A glossary of ecclesiastical terms. 1872.

External links


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