Situated facial displays: towards social interaction
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The media equation: how people treat computers, television, and new media like real people and places
The impact of animated interface agents: a review of empirical research
International Journal of Human-Computer Studies
Proceedings of the 4th international conference on Collaborative virtual environments
Explaining effects of eye gaze on mediated group conversations:: amount or synchronization?
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
Can a virtual cat persuade you?: the role of gender and realism in speaker persuasiveness
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Social responses to virtual humans: implications for future interface design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
IEEE Computer Graphics and Applications
Too real for comfort? Uncanny responses to computer generated faces
Computers in Human Behavior
Computers in Human Behavior
Ada and grace: toward realistic and engaging virtual museum guides
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
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
Receptive to bad reception: Jerky motion can make persuasive messages more effective
Computers in Human Behavior
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Simulated humans in computer interfaces are increasingly taking on roles that were once reserved for real humans. The presentation of simulated humans is affected by their appearance, motion quality, and interactivity. These presentational factors can influence the decisions of those who interact with them. This is of concern to interface designers and users alike, because these decisions often have moral and ethical consequences. However, the impact of presentational factors on decisions in ethical dilemmas has not been explored. This study is intended as a first effort toward filling this gap. In a between-groups experiment, a female character presented participants with an ethical dilemma. The character's human photorealism and motion quality were varied to generate four stimulus conditions: real human versus computer-generated character × fluid versus jerky movement. The results indicate that the stimulus condition had no significant effect on female participants, while male participants were significantly more likely to rule against the character when her visual appearance was computer generated and her movements were jerky.