Presence: Teleoperators and Virtual Environments
The advisor robot: tracing people's mental model from a robot's physical attributes
Proceedings of the 1st ACM SIGCHI/SIGART conference on Human-robot interaction
Presence: Teleoperators and Virtual Environments
Vase or Face? A Neural Correlate of Shape-Selective Grouping Processes in the Human Brain
Journal of Cognitive Neuroscience
The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces
Presence: Teleoperators and Virtual Environments
How Psychophysical Perception of Motion and Image relates to Animation Practice
CGIV '07 Proceedings of the Computer Graphics, Imaging and Visualisation
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
Sensitivity to the proportions of faces that vary in human likeness
Computers in Human Behavior
IEEE Computer Graphics and Applications
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
Enhancing distributed corporate meetings with lightweight avatars
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
The saliency of anomalies in animated human characters
ACM Transactions on Applied Perception (TAP)
Computers in Human Behavior
Avatars meet meetings: design issues in integrating avatars in distributed corporate meetings
Proceedings of the 16th ACM international conference on Supporting group work
Facial expression of emotion and perception of the Uncanny Valley in virtual characters
Computers in Human Behavior
Me and my avatar: exploring users' comfort with avatars for workplace communication
Proceedings of the ACM 2011 conference on Computer supported cooperative work
The shape of Simon: creative design of a humanoid robot shell
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Facial movement based recognition
MIRAGE'11 Proceedings of the 5th international conference on Computer vision/computer graphics collaboration techniques
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
Accurate behaviour and believability of computer generated images of human head
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Emotional body language displayed by artificial agents
ACM Transactions on Interactive Intelligent Systems (TiiS) - Special Issue on Affective Interaction in Natural Environments
Towards minimalist game design
Proceedings of the 6th International Conference on Foundations of Digital Games
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Evaluation of the uncanny valley in CG characters
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Perception of psychopathy and the Uncanny Valley in virtual characters
Computers in Human Behavior
The uncanny valley does not interfere with level 1 visual perspective taking
Computers in Human Behavior
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Developing design guidelines for characters from analyzing empirical studies on the uncanny valley
Proceedings of the 3rd Symposium on Facial Analysis and Animation
Unpleasantness of animated characters corresponds to increased viewer attention to faces
Proceedings of the ACM Symposium on Applied Perception
Receptive to bad reception: Jerky motion can make persuasive messages more effective
Computers in Human Behavior
KASPAR --a minimally expressive humanoid robot for human--robot interaction research
Applied Bionics and Biomechanics
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As virtual humans approach photorealistic perfection, they risk making real humans uncomfortable. This intriguing phenomenon, known as the uncanny valley, is well known but not well understood. In an effort to demystify the causes of the uncanny valley, this paper proposes several perceptual, cognitive, and social mechanisms that have already helped address riddles like empathy, mate selection, threat avoidance, cognitive dissonance, and psychological defenses. In the four studies described herein, a computer generated human character's facial proportions, skin texture, and level of detail were varied to examine their effect on perceived eeriness, human likeness, and attractiveness. In Study I, texture photorealism and polygon count increased human likeness. In Study II, texture photorealism heightened the accuracy of human judgments of ideal facial proportions. In Study III, atypical facial proportions were shown to be more disturbing on photorealistic faces than on other faces. In Study IV, a mismatch in the size and texture of the eyes and face was especially prone to make a character eerie. These results contest the depiction of the uncanny valley as a simple relation between comfort level and human likeness. This paper concludes by introducing a set of design principles for bridging the uncanny valley.