Notes:
The uncanny valley is a term used to describe the phenomenon in which an object that closely resembles a human, such as a humanoid robot or a highly realistic computer-generated character, can elicit a strong sense of discomfort or eeriness in people. This is because although the object is similar to a human in many ways, it still has subtle differences that make it appear unnatural or artificial. As a result, people may feel a sense of unease or revulsion when confronted with such an object.
The concept of the uncanny valley was first proposed by Japanese roboticist Masahiro Mori in 1970. In his original paper, Mori suggested that as an object becomes more and more human-like in its appearance and behavior, people’s emotional response to it becomes increasingly positive. However, at a certain point, as the object approaches the level of a real human but still retains some artificial or non-human characteristics, people’s emotional response to it becomes negative. This dip in emotional response is what Mori referred to as the uncanny valley.
The idea of the uncanny valley has been widely discussed and debated in the fields of robotics, computer animation, and psychology. Some researchers have questioned the validity of the concept, arguing that people’s emotional response to human-like objects may not follow the same pattern that Mori described. Others have suggested that the uncanny valley may not be a universal phenomenon, and that people’s responses to human-like objects may vary depending on a variety of factors, such as their cultural background or individual experiences.
Virtual humans and digital humans are often used to refer to computer-generated characters that are designed to look and behave like humans, but there is no strict definition of these terms and they are sometimes used interchangeably.
One way to think about the difference between virtual humans and digital humans is in terms of the level of realism or “human-likeness” that they exhibit. Virtual humans are generally considered to be less realistic or human-like than digital humans, and may be more stylized or cartoon-like in appearance. Digital humans, on the other hand, are designed to be highly realistic and human-like, often using advanced techniques such as photorealistic rendering and motion capture to achieve a high level of realism.
In the context of the uncanny valley, the distinction between virtual humans and digital humans may be relevant. The uncanny valley is a term used to describe the phenomenon whereby a human-like character becomes increasingly unsettling or “uncanny” as it approaches a high level of realism, but falls short of achieving it. Virtual humans may be less likely to evoke this reaction, as they are typically less realistic and may not be designed to be indistinguishable from real humans. Digital humans, on the other hand, may be more likely to evoke this reaction if they fail to achieve a high level of realism, as they are designed to be highly human-like and may be expected to be indistinguishable from real humans.
Wikipedia:
See also:
Anthropomorphism & Robots | Empathy & Robots
Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape
X Pan, AFC Hamilton – British Journal of Psychology, 2018 – Wiley Online Library
… to describe challenges which research is now solving, including embodiment, uncanny valley, simulation sickness, presence, ethics, and experimental design. Finally, we propose that the biggest challenge for the field would be to build a fully interactive virtual human who can …
Virtual reality and the new psychophysics
B de Gelder, J Kätsyri… – British Journal of …, 2018 – Wiley Online Library
… Mori’s original essay on uncanny valley implied that near-human virtual characters would inevitably elicit negative affective reactions characterized by eeriness … This may mean that the ‘Mons Olympus’ challenge of building a fully interactive virtual human, as posed by Pan and …
Is there an uncanny valley of virtual animals? A Quantitative and qualitative investigation
V Schwind, K Leicht, S Jäger, K Wolf… – International Journal of …, 2018 – Elsevier
… Approaching a high degree of realism, android robots, and virtual humans may evoke uncomfortable feelings. Due to technologies that increase the realism of human replicas, this phenomenon, which is known as the uncanny valley, has been frequently highlighted in recent …
Humanizing human-robot interaction: On the importance of mutual understanding
A Sciutti, M Mara, V Tagliasco… – IEEE Technology and …, 2018 – ieeexplore.ieee.org
… 11–12, pp. 899–909, 1996. [23] M. Mori, “The uncanny valley,” Energy, vol. 7, no … 228–229. [29] C. Lichtenthäler, T. Lorenz, and A. Kirsch, “Influence of legibility on perceived safety in a virtual human-robot path crossing task,” in Proc. 2012 IEEE RO-MAN: 21st IEEE Int. Symp …
The Effect of Realistic Appearance of Virtual Characters in Immersive Environments-Does the Character’s Personality Play a Role?
K Zibrek, E Kokkinara… – IEEE transactions on …, 2018 – ieeexplore.ieee.org
… Based on this assumption, the uncanny valley could be related to cognitive difficulty and on a response level, the answer could reflect the … recorded and minimal front distance is used to asses the level of comfort people take when approaching a virtual human – further distance …
The impact of avatar personalization and immersion on virtual body ownership, presence, and emotional response
T Waltemate, D Gall, D Roth, M Botsch… – IEEE transactions on …, 2018 – ieeexplore.ieee.org
… Lugrin et al. [28] found that VBO even slightly decreased for avatars with a higher human resemblance compared to a robot and a cartoon-like figure. As one reason for this finding they hypothesized this to be caused by a potential uncanny valley effect [32]. Latoschik et al …
The effects of appearance and motion of virtual characters on emotional reactivity
C Mousas, D Anastasiou, O Spantidi – Computers in Human Behavior, 2018 – Elsevier
… This may be considered commonsensical, but the uncanny valley phenomenon suggests uncertainty about actual emotional reactions before their careful investigation (Tinwell, 2014, pp. 173–186). The uncanny valley theory …
Anthropomorphism in social robotics: Empirical results on human–robot interaction in hybrid production workplaces
A Richert, S Müller, S Schröder, S Jeschke – AI & SOCIETY, 2018 – Springer
… Based on the multi-agent systems, the existing methods for simulation, analysis, and control of “virtual humans” are also available for humanoid robots and anthropomorphic multi-robot … 2.3 Between acceptance and alienation: the uncanny valley effect and cultural differences …
The potential usefulness of virtual reality systems for athletes: A short SWOT analysis
P Düking, HC Holmberg, B Sperlich – Frontiers in physiology, 2018 – frontiersin.org
… Real video footage requires a relatively extensive database, whereas animated video footage may result in the “uncanny valley” effect, ie, realistic graphical representations of characters that evoke unpleasant feelings … Virtual human representation and communication in VLNet …
Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations
KL Nowak, J Fox – Review of Communication Research, 2018 – ssoar.info
… Consistent with this hypothesis, research on virtual human representations has shown that too much anthropo- morphism can have negative outcomes in social … Stein and Ohler (2017) also argue that an “uncanny valley of the mind” exists, such that people also have negative …
Any “Body” There? Avatar Visibility Effects in a Virtual Reality Game
JL Lugrin, M Ertl, P Krop, R Klüpfel… – … IEEE Conference on …, 2018 – ieeexplore.ieee.org
… This effect is often referred to as the Uncanny Valley (UV) effect [26] whereby realistic virtual humans appear unintentionally creepy. This avatar rejection should be considered by VR game designers and developers when designing avatars for their players …
Persistence of the Uncanny Valley
JA Z?otowski, H Sumioka, S Nishio, DF Glas… – … Studies: Science and …, 2018 – Springer
Chapter 10 Persistence of the Uncanny Valley Jakub A. Z?otowski, Hidenobu Sumioka, Shuichi Nishio, Dylan F. Glas, Christoph Bartneck and Hiroshi Ishiguro Abstract In recent years, the uncanny valley theory has been heavily investigated by researchers from various fields …
Virtual Humans as Co-Workers: A Novel Methodology to Study Peer Effects
Ö Gürerk, A Bönsch, T Kittsteiner… – Available at SSRN …, 2018 – papers.ssrn.com
… 9The uncanny valley theory originates from the field of robot-human interaction (Mori, MacDorman, & Kageki, 2012), and has been transferred to virtual human-human research (Brenton, Gillies, Ballin, & Chatting, 2005). This …
Empirical Evaluation of Virtual Human Conversational and Affective Animations on Visual Attention in Inter-Personal Simulations
M Volonte, A Robb, AT Duchowski… – 2018 IEEE Conference …, 2018 – ieeexplore.ieee.org
… This phenomenon is often referred to as the Uncanny Valley, wherein dif- ferences between a real and virtual humans grow more and more dis- concerting as the distance between the real and virtual shrinks [13]. Examples …
Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience?
D Shin – Computers in Human Behavior, 2018 – Elsevier
Skip to main content …
TeleHuman2: A Cylindrical Light Field Teleconferencing System for Life-size 3D Human Telepresence.
D Gotsch, X Zhang, T Merritt, R Vertegaal – CHI, 2018 – humanmedialab.org
… 11] form factor, is human-sized, with neither projectors nor cameras obstructing interactions at social distance with the virtual human [1]. While … While this approach appears promising, it is susceptible to the Uncanny Valley effect, as users are very sensitive to unnatural motion in …
The doctor’s digital double: how warmth, competence, and animation promote adherence intention
Z Dai, KF MacDorman – PeerJ Computer Science, 2018 – peerj.com
… virtual human characters can increase satisfaction more than real people (Bickmore, Pfeifer & Paasche-Orlow, 2009). However, the characters tested were typically less realistic than the human model employed in this study and thus—according to Mori (2012) uncanny valley …
The influence of conversational agents on socially desirable responding
RM Schuetzler, JS Giboney, GM Grimes… – 2018 – aisel.aisnet.org
Page 1. The Influence of Conversational Agents on Socially Desirable Responding Ryan M. Schuetzler University of Nebraska at Omaha rschuetzler@unomaha.edu G. Mark Grimes University of Houston gmgrimes@bauer.uh.edu …
Exploring the influence of a human-like dancing virtual character on the evocation of human emotion
JC Roxas, D Richards, A Bilgin… – Behaviour & Information …, 2018 – Taylor & Francis
… to the uncanny valley phenomenon (Mori, MacDorman, and Kageki 2012) where humans feel eerie and creepy when the distinction between virtual and real becomes blurred. While a number of studies have shown that virtual humans can induce emotional responses in …
A virtual speaker in noisy classroom conditions: supporting or disrupting children’s listening comprehension?
J Nirme, M Haake, V Lyberg Åhlander… – Logopedics …, 2018 – Taylor & Francis
… Technological advancements have enabled computers to both produce speech and present a speaker visually. The terms Virtual Humans, Virtual Agents, and Embodied Conversational Agents [10 Cassell J, Pelachaud C, Badler NI, et al. Embodied conversational agents …
Understanding dual realities and more in VR
X Pan, AFC Hamilton – British Journal of Psychology, 2018 – Wiley Online Library
… SimSensei Kiosk: A virtual human interviewer for healthcare decision support … The thing that should not be: Predictive coding and the uncanny valley in perceiving human and humanoid robot actions. Social Cognitive and Affective Neuroscience, 7, 413–422 …
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N Lazzeri, D Mazzei, M Ben Moussa… – International …, 2018 – journals.sagepub.com
Human communication relies mostly on nonverbal signals expressed through body language. Facial expressions, in particular, convey emotional information that all…
Actors, Avatars and Agents: Potentials and Implications of Natural Face Technology for the Creation of Realistic Visual Presence
M Seymour, K Riemer, J Kay – Journal of the Association for …, 2018 – aisel.aisnet.org
… Abstract We are on the cusp of creating realistic, interactive, fully rendered human faces on computers that transcend the “uncanny valley,” widely known for capturing the phenomenon of “eeriness” in faces that are almost, but not fully realistic …
Moving through the Uncanny Valley: The effect of technological familiarity and movement perception on the uncanny ratings of digital humanoids
SC O’Dowd, H Barton – Cyberpsychology and Society, 2018 – taylorfrancis.com
… ByShula Castle O’Dowd, Hannah Barton. Pages 13. DownloadPDF 0.10MB. This chapter looks at the phenomenon known as the “Uncanny Valley” in virtual reality. It refers to a sense of unease and discomfort experienced when people see increasingly realistic virtual humans …
Uncanny Slope instead of an Uncanny Valley: Testing the Uncanny Valley Hypothesis in Painted, Computer-Rendered, and Human Faces
J Kätsyri, B de Gelder – 2018 – psyarxiv.com
Running head: Uncanny Slope for Faces Uncanny Slope instead of an Uncanny Valley: Testing the Uncanny Valley Hypothesis in Painted, Computer-Rendered, and Human Faces … The uncanny valley hypothesis suggests that some near-human artificial entities can trigger …
Stylization of Virtual Humans
M Breidt, HH Bülthoff, R Fleming… – Workshop Virtual Humans …, 2018 – pure.mpg.de
… animated movie Final Fantasy: The Spirits Within in 2001 the catchphrase ‘Uncanny Valley’, initially coined to describe the discomfort caused by human-like robots [19], has been widely used to describe the ne- gative audience reactions to semi-realistic virtual humans in games …
Effects of Media Immersiveness on the Perception of Virtual Characters
D Roth, C Wienrich – researchgate.net
… Environments 1 Introduction Since the reference of the uncanny valley by Mori (1970)[Mor70], researchers, designers, and developers … interaction paradigms, we do not only assess measures related to the uncanny valley, but in addition also …
Uncanny… But Convincing? Inconsistency Between a Virtual Agent’s Facial Proportions and Vocal Realism Reduces Its Credibility and Attractiveness, but Not Its …
JP Stein, P Ohler – Interacting with Computers, 2018 – academic.oup.com
… Tapping into literature on the uncanny valley phenomenon, which has received only little attention in the field of persuasion research, we advance a consistency per- spective that proposes matching levels of modality realism as a main requirement for users’ accept- ance …
Beyond Anthropometry and Biomechanics: Digital Human Models for Modeling Realistic Behaviors of Virtual Humans
T Alexander, L Fromm – … Conference on Applied Human Factors and …, 2018 – Springer
… 3 Virtual Environments. Virtual humans for virtual simulation, movies and games are another important application area for DHMs. Most of these … anticipated actions. This effect has been called the “Uncanny Valley” [12]. This …
Visual Appearance Modulates Prediction Error in Virtual Reality
AK Singh, HT Chen, YF Cheng, JT King, LW Ko… – IEEE …, 2018 – ieeexplore.ieee.org
… Breidt, and HH Bülthoff, ”Render me real?: Inves- tigating the effect of render style on the perception of animated virtual humans,” ACM Trans … T. Chaminade, H. Ishiguro, J. Driver, and C. Frith, ”The thing that should not be: Predictive coding and the uncanny valley in perceiving …
An Eye Gaze Model for Controlling the Display of Social Status in Believable Virtual Humans
M Nixon, S DiPaola, U Bernardet – 2018 IEEE Conference on …, 2018 – ieeexplore.ieee.org
… correspond- ing characteristics for various purposes including entertain- ment (eg Façade [3],), training (eg the Virtual Humans [4] project … of these channels is vital to meeting appropriate expectations from human communication, reducing the potential Uncanny Valley effect and …
Employing Synergistic Interactions of Virtual Reality and Psychedelics in Neuropsychopharmacology
M Moroz, RL Carhart-Harris – 2018 IEEE Workshop on …, 2018 – ieeexplore.ieee.org
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The Impact of Conversational Agents on Humans in Services: Research Questions and Hypotheses
C B?lan – Bucharest 2018, 2018 – mbd.ase.ro
… In this context, researchers often refer to the concept of “uncanny valley” … Guadagno et al.(2007) investigated the extent to which gender and behaviour of an embodied agent (“virtual human”) influence the change in attitude of humans that listen to the agent’s persuasive …
A Natural Language Approach to Human-Robot Interaction
M Kohn – stl.htwsaar.de
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A Video-Texture Based Approach for Realistic Avatars of Co-Located Users in Immersive Virtual Environments Using Low-Cost Hardware
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… The description as eerie and non-attractive/-human indi- cates a relation to an uncanny perception of the avatar (uncanny valley, (Mori, 1970)) and must be … Virtual humans that touch back: enhancing nonverbal communication with virtual humans through bidirec- tional touch …
Immersion and coherence in a stressful virtual environment
R Skarbez, FP Brooks Jr, MC Whitton – … of the 24th ACM Symposium on …, 2018 – dl.acm.org
… Coherence factors deal with the ap- propriateness of the scenario and of interactions between system users, virtual characters, and virtual objects; eg, world physics, behavior of virtual humans, and “glitches.” Note that coherence (and therefore Psi as well) is inextricably …
Co-presence and proxemics in shared walkable virtual environments with mixed colocation
I Podkosova, H Kaufmann – Proceedings of the 24th ACM Symposium on …, 2018 – dl.acm.org
… It has also been demonstrated that users maintain greater distance from virtual humans when approaching their fronts compared to their backs and move … avatars elicited a slightly greater sense of body ownership that the human one, possibly due to the Uncanny Valley effect [19 …
To animate or anime-te?: Investigating sign avatar comprehensibility
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… 2012. Render Me Real?: Investigating the Effect of Render Style on the Perception of Animated Virtual Humans. ACM Trans. Graph. 31, 4, Article 91 (July 2012), 11 pages. [7] Masahiro Mori. 1970. The uncanny valley. Energy 7, 4 (1970), 33–35. 332
Here’s looking at you: A Spherical FTVR Display for Realistic Eye-Contact
G Hagemann, Q Zhou, I Stavness, ODA Prima… – Proceedings of the …, 2018 – dl.acm.org
… with various spatial cues such as stereo vision to set up compelling eye-contacting scenario between a user and a virtual human avatar … fidelity of avatar’s movements is not, then something will “feel off” or “creepy”, a phenomenon that is known as the uncanny valley for human …
Robot’s Impression of Appearance and Their Trustworthy and Emotion Richness
T Matsui, S Yamada – 2018 27th IEEE International Symposium …, 2018 – ieeexplore.ieee.org
… We conducted explanatory factor analysis to define the factors of robots’ impression. As a result, the factors of robots were discovered to be different from the virtual humans’ impression … In regard to the appearance of robot, the uncanny valley theory has been discussed …
Saving Face in Front of the Computer? Culture and Attributions of Human Likeness Influence Users’ Experience of Automatic Facial Emotion Recognition
JP Stein, P Ohler – Frontiers in Digital Humanities, 2018 – frontiersin.org
In human-to-human contexts, display rules provide an empirically sound construct to explain intercultural differences in emotional expressivity. A very prominent finding in this regard is that cultures rooted in collectivism—such as China, South Korea, or Japan—uphold norms of emotional …
The physical-virtual table: exploring the effects of a virtual human’s physical influence on social interaction
M Lee, N Norouzi, G Bruder, PJ Wisniewski… – Proceedings of the 24th …, 2018 – dl.acm.org
… Meanwhile, efforts to make a social robot, eg, for a human companion, has been steadily made in the robotics community [9], but they faced Uncanny Valley related challenges due to the complexity of representing realistic … [32] prototyped a robot-based embodied virtual human …
A Two-Study Approach to Explore the Effect of User Characteristics on Users’ Perception and Evaluation of a Virtual Assistant’s Appearance
C Straßmann, N Krämer – Multimodal Technologies and Interaction, 2018 – mdpi.com
… Realism, in itself, has been shown to be relevant not only in terms of uncanny valley effects [12], but it was also demonstrated that a … [10] demonstrated that buying intention varies with regard to different species of the agent (Buddha, robot, real person, text, dog, virtual human) …
Virtual Agents as a Service: Applications in Healthcare
MH Luerssen, T Hawke – … of the 18th International Conference on …, 2018 – clevertar.com
… Many software artifacts were cre- ated throughout this initiative, including simulations of virtual humans [12] … We have drifted towards this style over time in place of something more realistic, as it avoids the Uncanny Valley for the widest user base and rarely elicits hostile …
Enabling Teachers to Create Authentic Interview Simulations
I Marfisi, I Vinatier, E Bevacqua… – EdMedia+ Innovate …, 2018 – learntechlib.org
… 2003. « Immersive VR decision training: telling interactive stories featuring advanced virtual human simulation technologies » … 2007. « The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces ». Presence: Teleoper …
Head Motion Synthesis of Human-Like Virtual Person in an Inactive Mode
M Koco? – 2018 23rd International Conference on Methods & …, 2018 – ieeexplore.ieee.org
… Additionally, the virtual human can be used to decrease the barrier in interacting with people from different cultures … [12] KF MacDorman, “Subjective ratings of robot video clips for human likeness, familiarity, and eeriness: An exploration of the uncanny valley,” in ICCS/Cog-Sci …
Enabling Teachers to Create Authentic Interview Simulations
I Marfisi-Schottman, I Vinatier… – World Conference …, 2018 – hal.archives-ouvertes.fr
… 2003. « Immersive VR decision training: telling interactive stories featuring advanced virtual human simulation technologies » … 2007. « The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces ». Presence: Teleoper …
A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons
MR Ali, Z Rasazi, AA Mamun, R Langevin… – arXiv preprint arXiv …, 2018 – arxiv.org
… area. Realism of the virtual human Participants focused quite intently on the realism and precision of the LISSA persona. There were debates on how realistic the eyes, lips, face, voice, and overall movement were. Participants …
Cultural Social Signal Interplay with an Expressive Robot
PE McKenna, A Ghosh, R Aylett, F Broz… – Proceedings of the 18th …, 2018 – dl.acm.org
… 2013. Human perception of a conversational virtual human: An empirical study on the efect of emotion and culture. Virtual Reality (2013) … 33. Jun’ichiro Seyama and Ruth S. Nagayama. 2007. The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces …
Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions
S Narayanan – 2018 – vtechworks.lib.vt.edu
… As immersive environments grow increasingly realistic these may themselves generate a type of Uncanny Valley response thus far only reported when observing virtual humans. Animated characters give off a number of perceptual cues that suggest they are people …
Using consumer story scripting software to evoke emotions and empathy: A pilot within-group experiment
A Hermannsdottir – 2018 – diva-portal.org
… This social exchange is mediated by the behavioral realism of the virtual human and by social presence, namely whether the virtual character is perceived to … This abrupt shift from empathy to revulsion is called the “Uncanny Valley” (Mori, 1970; Mori, MacDorman & Kageki, 2012 …
Evaluating an ECA with a Cognitive-Affective Architecture
J Pérez, E Cerezo, J Gallardo, FJ Serón – Proceedings of the XIX …, 2018 – dl.acm.org
… 10. Boukricha, H. and Wachsmuth, I. (2011). Empathy-based emotional alignment for a virtual human: A three-step approach. KI – Künstliche Intelligenz, 25(3):195. 11. Bradley, M. and Lang, P. (1994) … 38. Mori, M. (1970). Bukimi no tani [The uncanny valley]. Energy, 7(4):33–35 …
Wander/Wonder
MC Bendell – 2018 – search.proquest.com
Page 1. APPROVAL SHEET Title of Thesis: Wander/Wonder Name of Candidate: Mollye Bendell Master of Fine Arts, 2018 Thesis and Abstract Approved: _____ Timothy Nohe Professor Visual Arts Date Approved: _____ Page 2 …
The Attribution of Emotional State-How Embodiment Features and Social Traits Affect the Perception of an Artificial Agent
M Paetzel, G Castellano, G Varni… – 2018 27th IEEE …, 2018 – ieeexplore.ieee.org
… level of an observer and its influence on the perception of emotional cues in a human, two robot platforms and a virtual human … This finding is very relevant for related research on the uncanny valley effect, because it suggests that the observer’s personality traits and level of …
Technology Transforming Theology: Digital Impacts
M Savin-Baden, J Reader – 2018 – williamtemplefoundation.org.uk
… one’s self). The challenge in this area is though still to cross the ‘uncanny valley’; the idea that human replicas may elicit feelings of eeriness in looks, sound and especially behaviour … implemented or developed or indeed what the relationship between AI and virtual humans is …
Vitae, Vix Humane, The Resonance Of Machine Intelligence: Implications For Now And Into The Future For The World Of The Orthodox Human
V Plummer – 2018 – digitalcommons.salemstate.edu
… limited. The term “Uncanny Valley” defines the phenomenon that most artists trying to create digital human likeness encounter, where humans find replicas that look too realistic to have an indiscernible quality that is ‘inhuman’. This makes the replica, let it Page 15. 12 …
Hybrids of the Romantic: Frankenstein, Olimpia, and Artificial Life
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… A Reading of Freud’s Das Unheimliche (The “uncanny”), New Literary History 7 (1976), 525–548, here p. 534. See also Claude Draude, Intermediaries: reflections on virtual humans, genders, and the Uncanny Valley, AI and Society 26 (2011), 319–327, here p. 325 …
Anthropomorphic motion control of a gantry robot in assembly cells
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… In industrial robotics, the ‘uncanny valley’ theory suggests that an increase in human like features especially in movement of an … “Towards Anthropomorphic Movements for Industrial Robots.” In Proceedings of the 4th International Conference on Digital Human Modelling and …
Examining the effects of a virtual character on learning and engagement in serious games
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… We expected that inclu- sion of a realistic virtual human would provide a social context to the learning, and that a participant … Evaluation of the Uncanny Valley in CG Characters BT – Intelligent Virtual Agents, Yukiko Nakano, Michael Neff, Ana Paiva, and Marilyn Walker (Eds.) …
Human, Chameleon or Nodding Dog?
L Zhang, PGT Healey – Proceedings of the 2018 on International …, 2018 – dl.acm.org
… experimental setting. We used a more complex virtual environment and full body interaction. The justification for this is greater nat- uralism but it may also bring in some unpredictable factors such as the uncanny valley effect. Agents in …
Data-driven modeling of group entitativity in virtual environments
A Bera, T Randhavane, E Kubin, H Shaik… – Proceedings of the 24th …, 2018 – dl.acm.org
Page 1. Data-Driven Modeling of Group Entitativity in Virtual Environments Aniket Bera University of North Carolina Chapel Hill, NC, USA ab@cs.unc.edu Tanmay Randhavane University of North Carolina Chapel Hill, NC, USA tanmay@cs.unc.edu …
ViReSt-Storytelling with Volumetric Videos
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Environmental Physical-Virtual Interaction to Improve Social Presence with a Virtual Human in Mixed Reality
K Kim – 2018 – stars.library.ucf.edu
… Environmental Physical-Virtual Interaction to Improve Social Presence with a Virtual Human in Mixed Reality 2018 … STARS Citation Kim, Kangsoo, “Environmental Physical-Virtual Interaction to Improve Social Presence with a Virtual Human in Mixed Reality” (2018) …
MobiLimb: Augmenting Mobile Devices with a Robotic Limb
M Teyssier, G Bailly, C Pelachaud… – The 31st Annual ACM …, 2018 – dl.acm.org
… 56 Page 5. a b c Figure 4: Reachable volume of the prototype from the bottom of the device; a) 5-DOF, b) 4-DOF, c) 3-DOF. We observed strong reactions regarding the “finger-like” skin, which may be related to the uncanny valley effect [43] …
Behind the robot’s smiles and frowns: In social context, people do not mirror android’s expressions but react to their informational value.
G Hofree, P Ruvolo, A Reinert, MS Bartlett… – Frontiers in …, 2018 – frontiersin.org
… This question drives research inspired by the “uncanny valley” hypothesis (Mori, 1970), which explores the emotional consequences of android’s increasing similarity to human appearance (Ishiguro, 2006; MacDorman and Ishiguro, 2006; Cheetham et al., 2011; McDonnell et al …
Sensorimotor Oscillations During a Reciprocal Touch Paradigm With a Human or Robot Partner
NJ Smyk, SM Weiss, PJ Marshall – Frontiers in psychology, 2018 – ncbi.nlm.nih.gov
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Gaze-based interaction: A 30 year retrospective
AT Duchowski – Computers & Graphics, 2018 – Elsevier
Skip to main content …
The influence of conversational agent embodiment and conversational relevance on socially desirable responding
RM Schuetzler, JS Giboney, GM Grimes… – Decision Support …, 2018 – Elsevier
Skip to main content …
The power of affective touch within social robotics
P Varsani – 2018 – eprints.mdx.ac.uk
… This unease and discomfort when people look at realistic virtual humans is often referred as the uncanny valley (Mori, 1970). If the robot has the ability to move, the emotional response increases compared to if the robot is static (Bartneck et al, 2007) (Figure 2.4) …
Dating a Synthetic Character is Like Dating a Man
JF Hoorn, EA Konijn, MA Pontier – International Journal of Social Robotics, 2018 – Springer
… Abstract To evaluate our emotionally intelligent software, we put a virtual human capable of speech and facial expressions to an updated and enriched version of the traditional Turing test … As is, designers may use our software for believable affective virtual humans or robots …
Natural GPU-friendly dynamic animation of human hair
P Kmoch – 2018 – dspace.cuni.cz
… mane or a horse’s tail would go unnoticed. Another point which must be considered when dealing with realistic depiction of virtual humans is the so-called uncanny valley (Mori, 2012). This term applies to a phenomenon of human …
Effects of Hybrid and Synthetic Social Gaze in Avatar-Mediated Interactions
D Roth, P Kullmann, G Bente, D Gall, ME Latoschik – researchgate.net
… Negotiation as a challenge problem for virtual humans. In International Conference on Intelligent Virtual Agents, pp. 201–215. Springer, 2015. [19] C.-C. Ho and KF MacDorman. Revisiting the uncanny valley the- ory: Developing and validating an alternative to the Godspeed …
Seeing minds in others: mind perception modulates social-cognitive performance and relates to ventromedial prefrontal structures
E Wiese, G Buzzell, A Abubshait, P Beatty – 2018 – psyarxiv.com
Page 1. RUNNING HEAD: SEEING MINDS IN OTHERS Seeing minds in others: Mind perception modulates social-cognitive performance and re- lates to ventromedial prefrontal structures Eva Wiese*1, George A. Buzzell*1, Abdulaziz …
AgeRegression: Rejuvenating 3D-Facial Scans
K Legde, S Castillo, DW Cunningham – 2018 – wscg.zcu.cz
Page 1. AgeRegression: Rejuvenating 3D-Facial Scans Katharina Legde BTU Cottbus-Senftenberg Platz der Deutschen Einheit 1, 03046 Cottbus, Germany Legdekat@b-tu.de Susana Castillo BTU Cottbus-Senftenberg Platz …
Innovative Accounting Interviewing: A Comparison of Real and Virtual Accounting Interviewers
M Pickard, RM Schuetzler, J Valacich, DA Wood – 2018 – papers.ssrn.com
… In short, they are computer systems that Page 9. 7 have been given an animated visual representation, often in the form of a virtual human. Figure 1 provides two examples of what an ECA can look like. ECA research is an outgrowth of the …
Studying the Sense of Embodiment in VR Shared Experiences
R Fribourg, F Argelaguet, L Hoyet… – 2018 IEEE Conference …, 2018 – ieeexplore.ieee.org
Page 1. Studying the Sense of Embodiment in VR Shared Experiences Rebecca Fribourg* Ferran Argelaguet† Ludovic Hoyet‡ Anatole Lécuyer§ Univ Rennes, Inria, CNRS, IRISA Figure 1: Setup of the experiment: each user …
Extracting intermediate-level design knowledge for speculating digital–physical hybrid alternate reality experiences
F Ishizawa, M Sakamoto, T Nakajima – Multimedia Tools and Applications, 2018 – Springer
… A 3D virtual human character is replaced with a physical card depicting the virtual human character in the real space for offering alternate reality experiences. In addition to the 3D virtual human character, the information written on the card is also visible in real space …
Seeing minds in others: Mind perception modulates low-level social-cognitive performance and relates to ventromedial prefrontal structures
E Wiese, GA Buzzell, A Abubshait, PJ Beatty – Cognitive, Affective, & …, 2018 – Springer
In social interactions, we rely on nonverbal cues like gaze direction to understand the behavior of others. How we react to these cues is affected by whether they are believed to originate from an…
A new approach to plan manual assembly
M Manns, K Fischer, H Du, P Slusallek… – … Journal of Computer …, 2018 – Taylor & Francis
… Large series manufacturers such as automotive OEMs nor- mally employ geometrical process simulation for manual assembly with classical Digital Human Modelling (DHM) tools such as DELMIA or Tecnomatix (c. (Cecil and Kanchanapiboon 2007)) for cases of special interest …
Social Game Elements in World of Warcraft: Interpersonal Relations, Groups, and Organizations for Gamification Design
A Rapp – International Journal of Human–Computer Interaction, 2018 – Taylor & Francis
… Studies on social robots (Cramer, Goddijn, Wielinga, & Evers, 2010; Leite et al., 2013) could provide further insights about how to design these digital entities, avoiding the risk of triggering the “uncanny valley” effect, ie, a person’s response to a robot shifting from empathy to …
Mind in the Machine: Perceived Minds Induce Decision Change
D Lefkeli, B Akgun, S Omar, A Malik, ZG Canli… – arXiv preprint arXiv …, 2018 – arxiv.org
… that virtual humans can make people conform; even though they failed to see an effect of agency (individuals belief that virtual humans are represented … [28] K. Gray and DM Wegner, “Feeling robots and human zombies: Mind perception and the uncanny valley,” Cognition, vol …
Social Navigation in Psychiatric Disorders
N Rahman – 2018 – search.proquest.com
… indicates that there is a point at which virtual humans appear too real, rendering the observer uncomfortable thereby impeding natural social interaction. This is called the uncanny valley effect (Mori, MacDorman, & Kageki, 2012; Schindler, Zell, Botsch, & Kissler, 2017) …
The effect of animation controller and avatar on player perceptions
A Normoyle, S Jörg – Computer Animation and Virtual Worlds, 2018 – Wiley Online Library
… Several studies investigate the concept of the Uncanny Valley that hypothesizes that our familiarity or emotional engagement with a robot or virtual … model, we use a humanoid robot as the player character with proportions and colors that correspond to the virtual human from the …
The effects of humanlike and robot-specific affective nonverbal behavior on perception, emotion, and behavior
AM Rosenthal-von der Pütten, NC Krämer… – International Journal of …, 2018 – Springer
Page 1. International Journal of Social Robotics https://doi.org/10.1007/s12369-018- 0466-7 The Effects of Humanlike and Robot-Specific Affective Nonverbal Behavior on Perception, Emotion, and Behavior Astrid M. Rosenthal …
Social Robots for People with Developmental Disabilities: A User Study on Design Features of a Graphical User Interface
X Wu, L Bartram – arXiv preprint arXiv:1808.00121, 2018 – arxiv.org
… Aether was designed to able to store the location information of items, and this would make it possible to augment the virtual human-robot communication … [5] ML Walters, DS Syrdal, K. Dautenhahn, R. Te Boekhorst, and KL Koay, “Avoiding the uncanny valley: Robot appearance …
A Theory of Virtual Agency for Western Art Music
RS Hatten – 2018 – books.google.com
… 2. Virtual Environmental Forces and Gestural Energies: Actants as Agential 3. Virtual Embodiment: From Actants to Virtual Human Agents 4 … virtual appears infused with the actual, leading to a strange phenomenon that has been described as the “uncanny valley,” the increasing …
Deformation Models for Human Shape Analysis
S Wuhrer – 2018 – hal.inria.fr
… Another related area to the works presented here is the application of our processed human body and face models to two application scenarios. First, we have studied how digital human models can help in the generation of design models for ergonomic design [15] …
Non-Human Factors: Exploring Conformity and Compliance with Non-Human Agents
N Hertz – 2018 – search.proquest.com
Page 1. NON-HUMAN FACTORS: EXPLORING CONFORMITY AND COMPLIANCE WITH NON-HUMAN AGENTS by Nicholas Hertz A Dissertation Submitted to the Graduate Faculty of George Mason University in Partial Fulfillment …
A survey of nonverbal signaling methods for non-humanoid robots
E Cha, Y Kim, T Fong, MJ Mataric – Foundations and Trends® …, 2018 – nowpublishers.com
Page 1. A Survey of Nonverbal Signaling Methods for Non-Humanoid Robots Elizabeth Cha University of Southern California echa@usc.edu Yunkyung Kim NASA Ames Research Center yunkyung.kim@nasa.gov Terrence …
Social Behavior Learning with Realistic Reward Shaping
Y Gao, F Yang, M Frisk, D Hernandez, C Peters… – arXiv preprint arXiv …, 2018 – arxiv.org
Page 1. Social Behavior Learning with Realistic Reward Shaping Yuan Gao1, Fangkai Yang2†, Martin Frisk1†, Daniel Hernandez3, Christopher Peters2 and Ginevra Castellano1 Abstract—Deep reinforcement learning has …
Human–Robot Intimate Relationships
AD Cheok, EY Zhang – Springer
Page 1. Human–Computer Interaction Series Adrian David Cheok · Emma Yann Zhang Human- Robot Intimate Relationships Page 2. Human–Computer Interaction Series Editors-in-chief Desney Tan Microsoft Research, Redmond, WA, USA …
Playing with Pleasure and Anxiety: Dark Play, Transgression, and Kink in Grand Theft Auto 5
EJ Ketterling – 2018 – curve.carleton.ca
… 7 Figure 2: Let’s Play videos show gameplay, a nested capture of the player, and allow for running commentary. …. 52 Figure 3: Figure illustrating the uncanny valley from translation of Masahiro’s article …
From automata to animate beings: the scope and limits of attributing socialness to artificial agents
R Hortensius, ES Cross – Annals of the New York Academy of …, 2018 – Wiley Online Library
… bWe use the term artificial agents to refer to robots (includ- ing those that are machine-like, pet-like, or human-like), virtual agents (including avatars of oneself or other virtual humans or characters), and artificial personal assistants (such as Siri, Cortana, Alexa, etc.) …
Estimation of robot execution time for close proximity human-robot collaboration
S Pellegrinelli, N Pedrocchi – Integrated Computer-Aided …, 2018 – content.iospress.com
Page 1. Galley Proof 15/11/2017; 15:30 File: ica–1-ica558.tex; BOKCTP/xhs p. 1 Integrated Computer-Aided Engineering -1 (2017) 1–16 1 DOI 10.3233/ICA-170558 IOS Press Estimation of robot execution time for close proximity human-robot collaboration …
Reserve Calendar Time for Every Project
B GE, Y LIGHT – What is the Next Ceneration Internet initiative?, 2018 – dl.acm.org
Page 54. 52 COMMUNICATIONS OF THE ACM| DECEMBER 2018| VOL. 61| NO. 12 HAVE YOU EVER come into work, sat down at your computer to begin a project, opened your editor, and then just stared at the screen? This …
Visual Perception and Evaluation of Photo-Realistic Self-Avatars From 3D Body Scans in Males and Females
A Thaler, I Piryankova, JK Stefanucci… – Frontiers in …, 2018 – kops.uni-konstanz.de
Page 1 …
Belieavable decision making in large scale open world games for ambient characters
T Plch – 2018 – dspace.cuni.cz
… in an unnatural or unrealistic way, it breaks the illusion and provides additional inconsistencies which throw the observer deeper into the Uncanny Valley … Imagine these worlds being populated by virtual life, virtual humans and animals, able to provide sense of meaning …
Cyberpsychology and Society: Current Perspectives
AD Power – 2018 – books.google.com
… problems. Shula Castle O’Dowd investigated a phenomenon known as the ‘Uncanny Valley’ in virtual reality. This refers to a sense of unease and discomfort when people interact with increasingly realistic virtual humans. The …
The framework of anthropomorphic interface in gamification application for transitional healthcare
N Mohd Tuah – 2018 – eprints.soton.ac.uk
Page 1. ;University of Southampton Research Repository Copyright © and Moral Rights for this thesis and, where applicable, any accompanying data are retained by the author and/or other copyright owners. A copy can be downloaded for personal …
Personality Matters! Improving The User Experience of Chatbot Interfaces-Personality provides a stable pattern to guide the design and behaviour of conversational …
TL Smestad – 2018 – brage.bibsys.no
Page 1. Personality Matters! Improving The User Experience of Chatbot Interfaces Personality provides a stable pattern to guide the design and behaviour of conversational agents Tuva Lunde Smestad Master in Interaction Design …
Interactive advertising displays
G Beyer – 2018 – edoc.ub.uni-muenchen.de
Page 1. INTERACTIVE ADVERTISING DISPLAYS Audience Behavior around Interactive Advertising Columns, Life-size Screens and Banner Displays Gilbert Beyer Page 2. INTERACTIVE ADVERTISING DISPLAYS Audience Behavior around Interactive Advertising Columns …
Melville’s Captain Ahab as the Gothic hero: origins and iterations of the paradigm in American literature and culture
F Cesar – 2018 – darhiv.ffzg.unizg.hr
… Page 18. Page | 18 the notion of the uncanny valley, referring to negative emotions, uneasiness and even disgust … Such an imitation, “not quite convincing, is more disturbing to the average viewer than a digital human that is clearly not meant to be realistic” (Dodgson et al …
Neuroscience in information systems research
R Riedl, FD Davis, R Banker, P Kenning – Lecture Notes in Information …, 2018 – Springer
Page 1. Lecture Notes in Information Systems and Organisation 21 René Riedl Fred D. Davis Rajiv Banker Peter Kenning Neuroscience in Information Systems Research Applying Knowledge of Brain Functionality Without Neuroscience Tools Page 2 …
The Privacy Compromise
MG Mangione – 2018 – pure.iva.dk
… The Internet of Things is becoming The Internet of Us, and figuratively, if not literally, we are becoming digital humans,” (Lynch 10). Frequently utilizing digital search engines such as Google makes sense: because they help us to …
Learning socio-communicative behaviors of a humanoid robot by demonstration
DC Nguyen – 2018 – hal.archives-ouvertes.fr
Page 1. HAL Id: tel-01962544 https://hal.archives-ouvertes.fr/tel-01962544 Submitted on 20 Dec 2018 HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci- entific research documents, whether they are pub- lished or not …