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In secular thought, one of the most notable criticisms began in with Francis Bacon , who argued against Aristotle 's teleology , which declared that everything behaves as it does in order to achieve some end, in order to fulfill itself. The latter, for instance, embedded his arguments in his wider criticism of human religions and specifically demonstrated in what he cited as their "inconsistence" where, on one hand, the Deity is painted in the most sublime colors but, on the other, is degraded to nearly human levels by giving him human infirmities, passions, and prejudices.

There are also scholars who argue that anthropomorphism is the overestimation of the similarity of humans and nonhumans, therefore, it could not yield accurate accounts. There are various examples of personification as a literary device in both Hebrew Bible and Christian New Testament and also in the texts of some other religions. Anthropomorphism, also referred to as personification, is a well established literary device from ancient times. Collections of linked fables from India, the Jataka Tales and Panchatantra , also employ anthropomorphized animals to illustrate principles of life.

Many of the stereotypes of animals that are recognized today, such as the wily fox and the proud lion, can be found in these collections. Aesop 's anthropomorphisms were so familiar by the first century CE that they colored the thinking of at least one philosopher:. And there is another charm about him, namely, that he puts animals in a pleasing light and makes them interesting to mankind.

For after being brought up from childhood with these stories, and after being as it were nursed by them from babyhood, we acquire certain opinions of the several animals and think of some of them as royal animals, of others as silly, of others as witty, and others as innocent.

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Apollonius noted that the fable was created to teach wisdom through fictions that are meant to be taken as fictions, contrasting them favorably with the poets' stories of the deities that are sometimes taken literally. Aesop, "by announcing a story which everyone knows not to be true, told the truth by the very fact that he did not claim to be relating real events".

A story, a story; let it come, let it go. Anthropomorphic motifs have been common in fairy tales from the earliest ancient examples set in a mythological context to the great collections of the Brothers Grimm and Perrault. Later an ant feels sorry for her and helps her in her quest. Building on the popularity of fables and fairy tales, specifically children's literature began to emerge in the nineteenth century with works such as Alice's Adventures in Wonderland by Lewis Carroll , The Adventures of Pinocchio by Carlo Collodi and The Jungle Book by Rudyard Kipling , all employing anthropomorphic elements.

In many of these stories the animals can be seen as representing facets of human personality and character. Non-animal examples include Rev.

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W Awdry 's children's stories of Thomas the Tank Engine and other anthropomorphic locomotives. The fantasy genre developed from mythological, fairy tale, and Romance motifs [26] and characters, sometimes with anthropomorphic animals. Tolkien , books peopled with talking creatures such as ravens, spiders, and the dragon Smaug and a multitude of anthropomorphic goblins and elves.

John D. Rateliff calls this the " Doctor Dolittle Theme" in his book The History of the Hobbit [29] and Tolkien saw this anthropomorphism as closely linked to the emergence of human language and myth : " The first men to talk of 'trees and stars' saw things very differently. To them, the world was alive with mythological beings To them the whole of creation was "myth-woven and elf-patterned". Richard Adams developed a distinctive take on anthropomorphic writing in the s: his debut novel, Watership Down , featured rabbits that could talk, with their own distinctive language Lapine and mythology, and included a warren, Efrafa, run along the lines of a police state.

Despite this, Adams attempted to ensure his characters' behavior mirrored that of wild rabbits, engaging in fighting, copulating and defecating, drawing on Ronald Lockley 's study The Private Life of the Rabbit as research. Adams returned to anthropomorphic storytelling in his later novels The Plague Dogs and Traveller By the 21st century, the children's picture book market had expanded massively.

Anthropomorphism in literature and other media led to a sub-culture known as furry fandom , which promotes and creates stories and artwork involving anthropomorphic animals, and the examination and interpretation of humanity through anthropomorphism. This can often be shortened in searches as "anthro", used by some as an alternative term to "furry". Anthropomorphic characters have also been a staple of the comic book genre.

The most prominent one was Neil Gaiman 's the Sandman which had a huge impact on how characters that are physical embodiments are written in the fantasy genre. Other Pixar films like Monsters, Inc. Discussing anthropomorphic animals from DreamWorks movies Madagascar , Madagascar: Escape 2 Africa , and Madagascar 3: Europe's Most Wanted , Laurie suggests that "social differences based on conflict and contradiction are naturalized and made less 'contestable' through the classificatory matrix of human and nonhuman relations".

All of the characters in Walt Disney Animation Studios ' Zootopia are anthropomorphic animals, that is entirely a nonhuman civilization. The female singing chipmunks called The Chipettes are also centered in some of these films. Teenage Mutant Ninja Turtles , first aired in , 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 —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 — takes place about anthropomorphic animals and inanimate objects. 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. 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.

Sonic the Hedgehog , a video game franchise debuting in , features a speedy blue hedgehog as the main protagonist. This series' characters are almost all anthropomorphic animals such as foxes, cats, and other hedgehogs who are able to speak and walk on their hind legs like normal humans. As with most anthropomorphisms of animals, clothing is of little or no importance, where some characters may be fully clothed while some wear only shoes and gloves. Another popular example in video games is the Super Mario series, debuting in with Super Mario Bros.

Other games in the series, as well as of other of its greater Mario franchise, spawned similar characters such as Yoshi , Donkey Kong and many others.


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Claes Oldenburg 's soft sculptures are commonly described as anthropomorphic. Depicting common household objects, Oldenburg's sculptures were considered Pop Art. Reproducing these objects, often at a greater size than the original, Oldenburg created his sculptures out of soft materials.

The anthropomorphic qualities of the sculptures were mainly in their sagging and malleable exterior which mirrored the not so idealistic forms of the human body. In "Soft Light Switches" Oldenburg creates a household light switch out of vinyl. The two identical switches, in a dulled orange, insinuate nipples. The soft vinyl references the aging process as the sculpture wrinkles and sinks with time.

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In the essay "Art and Objecthood", Michael Fried makes the case that " Literalist art " Minimalism becomes theatrical by means of anthropomorphism. The viewer engages the minimalist work, not as an autonomous art object, but as a theatrical interaction. Fried references a conversation in which Tony Smith answers questions about his "six-foot cube, Die. Q: Why didn't you make it larger so that it would loom over the observer?

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A: I was not making a monument. Q: then why didn't you make it smaller so that the observer could see over the top? A: I was not making an object. Fried implies an anthropomorphic connection by means of "a surrogate person-that is, a kind of statue. The minimalist decision of "hollowness" in much of their work, was also considered by Fried, to be "blatantly anthropomorphic. Fried considers the Literalist art's "hollowness" to be "biomorphic" as it references a living organism. Curator Lucy Lippard 's Eccentric Abstraction show, in , sets up Briony Fer 's writing of a post minimalist anthropomorphism.

Reacting to Fried's interpretation of minimalist art's "looming presence of objects which appear as actors might on a stage", Fer interprets the artists in Eccentric Abstraction to a new form of anthropomorphism. She puts forth the thoughts of Surrealist writer Roger Caillois , who speaks of the "spacial lure of the subject, the way in which the subject could inhabit their surroundings.

Instead, like the insect, the work must come into being in the "scopic field For branding , merchandising , and representation , figures known as mascots are now often employed to personify sports teams , corporations , and major events such as the World's Fair and the Olympics. These personifications may be simple human or animal figures, such as Ronald McDonald or the ass that represents the United States's Democratic Party.

Other times, they are anthropomorphic items, such as " Clippy " or the " Michelin Man ". The practice is particularly widespread in Japan, where cities, regions, and companies all have mascots, collectively known as yuru-chara. Two of the most popular are Kumamon a bear who represents Kumamoto Prefecture [44] and Funassyi a pear who represents Funabashi , a suburb of Tokyo. Other examples of anthropomorphism include the attribution of human traits to animals, especially domesticated pets such as dogs and cats.

Examples of this include thinking a dog is smiling simply because it is showing his teeth, or a cat is bored because it is not reacting to commands. Anthropomorphism may be beneficial to the welfare of animals. A study by Butterfield et al. In science, the use of anthropomorphic language that suggests animals have intentions and emotions has traditionally been deprecated as indicating a lack of objectivity.

Biologists have been warned to avoid assumptions that animals share any of the same mental, social, and emotional capacities of humans, and to rely instead on strictly observable evidence. Despite the impact of Charles Darwin 's ideas in The Expression of the Emotions in Man and Animals Konrad Lorenz in called him a " patron saint " of ethology [54] ethology has generally focused on behavior , not on emotion in animals. Even insects play together, as has been described by that excellent observer, P.

Huber , who saw ants chasing and pretending to bite each other, like so many puppies. The study of great apes in their own environment and in captivity [j] has changed attitudes to anthropomorphism. De Waal has written: "To endow animals with human emotions has long been a scientific taboo. But if we do not, we risk missing something fundamental, about both animals and us. Writing of cats in , veterinarian Bruce Fogle points to the fact that "both humans and cats have identical neurochemicals and regions in the brain responsible for emotion" as evidence that "it is not anthropomorphic to credit cats with emotions such as jealousy".


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  • 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.

    One example of anthropomorphism would be to believe that your PC is angry at you because you insulted it; another would be to believe that an intelligent robot would naturally find a woman sexy 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.

    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. 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.

    Much of computing terminology derives from anthropomorphic metaphors: computers can "read", "write", or "catch a virus".

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    Information technology presents no clear correspondence with any other entities in the world besides humans; the options are either to leverage a mushy, imprecise human metaphor, or to reject imprecise metaphor and make use of more precise, domain-specific technical terms. 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.

    In psychology, the first empirical study of anthropomorphism was conducted in by Fritz Heider and Marianne Simmel. 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.

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    The researchers concluded that when people see objects making motions for which there is no obvious cause, they view these objects as intentional agents. 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.


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