Computers as Theatre
Development of an android robot for studying human-robot interaction
IEA/AIE'2004 Proceedings of the 17th international conference on Innovations in applied artificial intelligence
Presence: Teleoperators and Virtual Environments
The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces
Presence: Teleoperators and Virtual Environments
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
Too real for comfort? Uncanny responses to computer generated faces
Computers in Human Behavior
The saliency of anomalies in animated human characters
ACM Transactions on Applied Perception (TAP)
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
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
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This paper proposes that increasing technological sophistication in the creation of realism for human-like virtual characters is matched by increasing technological discernment on the part of the viewer. One of the goals for achieving a realism that is believable for virtual characters is to overcome the Uncanny Valley where perceived eeriness or familiarity are rated against perceived human-likeness. Empirical evidence shows the uncanny can be applied to virtual characters, yet implies a more complex picture than the shape of a deep valley with a sharp gradient as depicted in Mori's original plot of the Uncanny Valley. Our results imply that: (1) perceived familiarity is dependent upon a wider range of variables other than appearance and behaviour; and (2) for realistic, human-like characters, the Uncanny Valley is better replaced with the notion of an Uncanny Wall because the Uncanny Valley, as a concept, is not fully supported by the empirical evidence but, more importantly as a standard for creating human-like realism, is an impossible traverse.