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
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
Interactive robots as social partners and peer tutors for children: a field trial
Human-Computer Interaction
Too real for comfort? Uncanny responses to computer generated faces
Computers in Human Behavior
OCSC '09 Proceedings of the 3d International Conference on Online Communities and Social Computing: Held as Part of HCI International 2009
Bridging the uncanny: an impossible traverse?
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
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
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
Ludic Learning: Exploration of TLE TeachLivETM and Effective Teacher Training
International Journal of Gaming and Computer-Mediated Simulations
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With technology allowing for increased realism in video games, realistic, human-like characters risk falling into the Uncanny Valley. The Uncanny Valley phenomenon implies that virtual characters approaching full human-likeness will evoke a negative reaction from the viewer, due to aspects of the character's appearance and behavior differing from the human norm. This study investigates if ''uncanniness'' is increased for a character with a perceived lack of facial expression in the upper parts of the face. More important, our study also investigates if the magnitude of this increased uncanniness varies depending on which emotion is being communicated. Individual parameters for each facial muscle in a 3D model were controlled for the six emotions: anger, disgust, fear, happiness, sadness and surprise in addition to a neutral expression. The results indicate that even fully and expertly animated characters are rated as more uncanny than humans and that, in virtual characters, a lack of facial expression in the upper parts of the face during speech exaggerates the uncanny by inhibiting effective communication of the perceived emotion, significantly so for fear, sadness, disgust, and surprise but not for anger and happiness. Based on our results, we consider the implications for virtual character design.