Anthropomorphism, a form of personification (applying human or animal qualities to inanimate objects) and similar to prosopopoeia (adopting the persona of another person), is the attribution of human characteristics and qualities to non-human beings, objects, natural, or supernatural phenomena. Animals, 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.
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 deities who express human characteristics such as jealousy, hatred, or love. The Greek gods such as Zeus and Apollo were often depicted in human form exhibiting both commendable and despicable human traits.
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.
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, in which an absent people or abstract concepts are addressed.
An example of rhetorical personification:
An example of rhetorical apostrophe:
Terry Pratchett is notable for having several anthropomorphic personifications in his Discworld books. Perhaps best known is the character Death. Piers Anthony also wrote a series regarding the seven incarnations of Death, Nature, Time, War, Fate, Good and Evil. Neil Gaiman is notable for anthropomorphising seven aspects of the world in his series Sandman - they are called the Endless: Destiny, Death, Dream, Destruction, Desire, Despair, and Delirium.
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.
Hackers 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 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.
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.
The human characteristics commonly ascribed to animals in popular culture usually centers on either their perceived personality or disposition (for example, owls are usually designated as wise); their appearance alone (penguins are usually portrayed as plump aristocrats, because their plumage resembles a tuxedo); or a combination of both (raccoons are commonly portrayed as 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, foxes 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.
One example of modern anthropomorphism is 'OS-tan', an Internet phenomenon on Futaba Channel that personifies computer programs, mostly operating systems like Windows, Linux and Mac OS 9.
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.
Anthropomorphism has also been frequently applied to entities other than animals in modern times. The red blood cells 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 Disney/Pixar movie Cars can also be seen as anthropomorphic.
Антропоморфия | Antropomorfisme | Anthropomorphismus | Ανθρωπομορφισμός | Antropomorfismo | Antropomorfismo | Anthropomorphisme | Anthropomorphismo | Megszemélyesítés | Antropomorfisme | 擬人観 | Prosopopeia | Antropomorfizm | Antropomorfismo | Антропоморфизм | Anthropomorphism | Antropomorfism | Antropomorfism | İnsan biçimcilik | 擬人化
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