The media equation: how people treat computers, television, and new media like real people and places
Pattern Recognition
Sensitivity to the proportions of faces that vary in human likeness
Computers in Human Behavior
How anthropomorphism affects empathy toward robots
Proceedings of the 4th ACM/IEEE international conference on Human robot interaction
Too real for comfort? Uncanny responses to computer generated faces
Computers in Human Behavior
OCSC '09 Proceedings of the 3d International Conference on Online Communities and Social Computing: Held as Part of HCI International 2009
Bridging the uncanny: an impossible traverse?
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Empathy with Inanimate Objects and the Uncanny Valley
Minds and Machines
Presence: Teleoperators and Virtual Environments
The saliency of anomalies in animated human characters
ACM Transactions on Applied Perception (TAP)
Computers in Human Behavior
Facial expression of emotion and perception of the Uncanny Valley in virtual characters
Computers in Human Behavior
Information visualization and the arts-science-social science interface
Proceedings of the First International Conference on Intelligent Interactive Technologies and Multimedia
Effect of emotion and articulation of speech on the uncanny valley in virtual characters
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part II
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
Receptive to bad reception: Jerky motion can make persuasive messages more effective
Computers in Human Behavior
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The eerie feeling attributed to human-looking robots and animated characters may be a key factor in our perceptual and cognitive discrimination of the human and humanlike. This study applies regression, the generalized linear model (GLM), factor analysis, multidimensional scaling (MDS), and kernel isometric mapping (Isomap) to analyze ratings of 27 emotions of 18 moving figures whose appearance varies along a human likeness continuum. The results indicate (1) Attributions of eerie and creepy better capture our visceral reaction to an uncanny robot than strange. (2) Eerie and creepy are mainly associated with fear but also shocked, disgusted, and nervous. Strange is less strongly associated with emotion. (3) Thus, strange may be more cognitive, while eerie and creepy are more perceptual/emotional. (4) Human features increase ratings of human likeness. (5) Women are slightly more sensitive to eerie and creepy than men; and older people may be more willing to attribute human likeness to a robot despite its eeriness.