All robots are not created equal: the design and perception of humanoid robot heads
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Human emotion and the uncanny valley: a GLM, MDS, and Isomap analysis of robot video ratings
Proceedings of the 3rd ACM/IEEE international conference on Human robot interaction
Too real for comfort? Uncanny responses to computer generated faces
Computers in Human Behavior
Bridging the uncanny: an impossible traverse?
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Probing the uncanny valley with the eye size aftereffect
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Facial expression of emotion and perception of the Uncanny Valley in virtual characters
Computers in Human Behavior
Influence of gender and age on the attitudes of children towards humanoid robots
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: users and applications - Volume Part IV
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
Perception of psychopathy and the Uncanny Valley in virtual characters
Computers in Human Behavior
Unpleasantness of animated characters corresponds to increased viewer attention to faces
Proceedings of the ACM Symposium on Applied Perception
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Despite the often quoted adage ''beauty is in the eye of the beholder,'' studies indicate people perceive certain facial and bodily proportions as attractive regardless of their culture. This preference, which is present even in infants, may be more hardwired than learned. Designers of computer games, animation, virtual reality, and robots must make choices about how to depict humanlike forms. An understanding of human perception and preferences can lead to design principles for successful interaction. This study measured human responses to varying facial proportions in people, androids, mechanical-looking robots, and two- and three-dimensional characters. Participants showed greater agreement on the best proportions of faces they considered more humanlike and more attractive and less tolerance for deviation from these proportions in more attractive faces.