• Corpus ID: 51941123

Implications of the uncanny valley of avatars and virtual characters for human-computer interaction

  title={Implications of the uncanny valley of avatars and virtual characters for human-computer interaction},
  author={Valentin Schwind},
Technological innovations made it possible to create more and more realistic figures. Such figures are often created according to human appearance and behavior allowing interaction with artificial systems in a natural and familiar way. In 1970, the Japanese roboticist Masahiro Mori observed, however, that robots and prostheses with a very – but not perfect – human-like appearance can elicit eerie, uncomfortable, and even repulsive feelings. While real people or stylized figures do not seem to… 

Visual Fidelity Effects on Expressive Self-avatar in Virtual Reality: First Impressions Matter

  • Fang MaXueni Pan
  • Psychology
    2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
  • 2022
Owning a virtual body inside Virtual Reality (VR) offers a unique experience where, typically, users are able to control their self-avatar’s body via tracked VR controllers. However, controlling a

Mood Worlds: A Virtual Environment for Autonomous Emotional Expression

Immersive interactive technologies such as virtual reality (VR) have the potential to foster well-being. While VR applications have been successfully used to evoke positive emotions through the

A Design Space for Social Presence in VR

It is concluded that asymmetric interactions are under-explored due to their novelty and self-embodiment and non-verbal cues are key features for social presence in social VR applications.

GranDGamesBR: Perceptual Analysis of Computer Graphics Characters in Digital Entertainment

This paper presents a discussion regarding the area of perceptual analysis in Computer Graphics characters. This discussion is focused on presenting one challenge area in Digital Entertainment. Many

Identifying research gaps: A review of virtual patient education and self-management.

Interdisciplinary teams consisting of linguists, computer scientists, visual designers and health care professionals are required to go beyond a technology-centric solution design approach to explore which patterns and practices must be constructed visually, verbally, para- and nonverbally between humans and embodied machines in a counselling context.

Exploring humanlikeness and the uncanny valley with furhat

In this paper we explore gender, perceived humanlikeness, animacy, intelligence and likeability of a female and male Furhat robot, and test for uncanny valley effects. We found no gender differences

Considering Fundamental Psychological Needs in Virtual Reality Experiences

Current notions in positive technology research emphasize the importance of considering psychological needs such as autonomy, competence and relatedness in the design process. Though the benefits of

The uncanny valley of a virtual animal

Virtual robots, including virtual animals, are expected to play a major role within affective and aesthetic interfaces, serious games, video instruction, and the personalization of educational

Examining Design Choices of Questionnaires in VR User Studies

This work discusses 15 inVRQ studies from the literature and presents a survey with 67 VR experts from academia and industry to provide an overview of methods and considerations that lay the groundwork for inVRZ design.



Face reality: investigating the Uncanny Valley for virtual faces

This preliminary work begins to study the complex interaction between rendering style and perceived trust, in order to provide guidelines for developers for creating plausible virtual characters.

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces

The results suggest that to have an almost perfectly realistic human appearance is a necessary but not a sufficient condition for the uncanny valley, which emerges only when there is also an abnormal feature.

Hyper-Realistic Characters and the Existence of the Uncanny Valley in Animation Films

Fed by the infinite imaginative power of mankind, r eflecting their imagination and fantasies onto the screen, the characters of the films produc e in the fields of cinema and animation are becoming

Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator

An avatar creation system to examine preferences towards parametrized faces and explore in regard to the Uncanny Valley phenomenon how people design faces that they like or reject shows that there is a tendency of users to design feminine and attractive but still credible faces.

Exploring the Uncanny Valley with Japanese Video Game Characters

This study asked 60 subjects their opinions on 75 different virtual characters from both inside and outside video games to investigate the relationship between human-like appearance and attraction, and found definite parallels between Mori's predictions with robots and subject opinion on virtual characters, and have direct application to video game character design.

The uncanny valley and nonverbal communication in virtual characters

This chapter provides a case study of a research project investigating aspects of facial expression and viewer response to the 'Uncanny Valley' (Mori, 1970) in realistic, human-like, virtual

The uncanny valley of embodied interaction design

This work proposes the existence of an "uncanny valley" for embodied interaction, when a user's body motions in the physical space are incompletely mapped into effects in the virtual space (the focus of interaction), and indicates that there is a dip in user preferences when the design contains mixed degrees of veridicality.

Render me real?

This paper investigates the consequences of choosing realistic or stylized rendering in order to provide guidelines for developers for creating appealing virtual characters and conducts a series of psychophysical experiments to determine whether render style affects how virtual humans are perceived.