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
Facial expression of emotion and perception of the Uncanny Valley in virtual characters
Computers in Human Behavior
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
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The eerie feeling attributed to photo-realistic human-like video game characters may serve as a usability obstacle leaving viewers dissatisfied with a particular character for a video game. This study investigates the relationships between user satisfaction and perceived strangeness and between user satisfaction and human-like appearance for virtual characters. 65 participants were asked to rate 13 video clips of 12 different virtual characters and one real human. The results indicate that the Uncanny Valley does serve as a usability obstacle with a strong correlation between a user's satisfaction rating and the perceived strangeness for a character, with the characters rated the strangest being the least satisfactory. Whilst there was still a positive correlation between human-like appearance for a character with user satisfaction, this was not as significant, with stylised and anthropomorphic characters perceived to be as satisfactory or more so than those of a photo-realistic human-like appearance.