This study investigates the relationship between the perceived strangeness of a virtual character and the perception of human likeness for some attributes of motion and sound. Participants (N=100) were asked to rate thirteen video clips of twelve different virtual characters and one human. The results indicate that attributes of motion and sound do exaggerate the uncanny phenomenon and how frightening that character is perceived to be. Strong correlations were identified for the perceived strangeness of a character with how human-like a character?s voice sounded, how human-like the facial expression appeared and how synchronized the character?s sound was with lip movement; characters rated as the least synchronized were perceived to be the ...
This thesis examined varying theories related to the “Uncanny valley” effect – a negative psychologi...
This chapter provides an overview of a current research project investigatingthe Uncanny Valley phen...
This paper proposes that increasing technological sophistication in the creation of realism for huma...
This study investigates the relationship between the perceived strangeness of a virtual character an...
This study investigates the relationship between the perceived eeriness of a virtual character with ...
The 1970 proposition that there is an Uncanny Valley which man-made characters inhabit as their huma...
The 1970 proposition that there is an Uncanny Valley which man-made characters inhabit as their huma...
With increasing sophistication of realism for human-like characters within computer games, this chap...
With technology allowing for increased realism in video games, realistic, human-like characters risk...
The eerie feeling attributed to photo-realistic human-like video game characters may serve as a usab...
In this paper, we present an exploration of players’ nonverbal body expressions when playing surviva...
This paper presents an experiment testing which sound parameters, in a survival horror game context,...
Emotions of fear have long been the driving factor towards the appeal of the horror genre. Since bei...
This study investigates if the Uncanny Valley phenomenon is increased for realistic, human-like char...
This paper presents a study of how exaggerated facial expression in the lower face region affects pe...
This thesis examined varying theories related to the “Uncanny valley” effect – a negative psychologi...
This chapter provides an overview of a current research project investigatingthe Uncanny Valley phen...
This paper proposes that increasing technological sophistication in the creation of realism for huma...
This study investigates the relationship between the perceived strangeness of a virtual character an...
This study investigates the relationship between the perceived eeriness of a virtual character with ...
The 1970 proposition that there is an Uncanny Valley which man-made characters inhabit as their huma...
The 1970 proposition that there is an Uncanny Valley which man-made characters inhabit as their huma...
With increasing sophistication of realism for human-like characters within computer games, this chap...
With technology allowing for increased realism in video games, realistic, human-like characters risk...
The eerie feeling attributed to photo-realistic human-like video game characters may serve as a usab...
In this paper, we present an exploration of players’ nonverbal body expressions when playing surviva...
This paper presents an experiment testing which sound parameters, in a survival horror game context,...
Emotions of fear have long been the driving factor towards the appeal of the horror genre. Since bei...
This study investigates if the Uncanny Valley phenomenon is increased for realistic, human-like char...
This paper presents a study of how exaggerated facial expression in the lower face region affects pe...
This thesis examined varying theories related to the “Uncanny valley” effect – a negative psychologi...
This chapter provides an overview of a current research project investigatingthe Uncanny Valley phen...
This paper proposes that increasing technological sophistication in the creation of realism for huma...