Real-time speech motion synthesis from recorded motions
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
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
Presence: Teleoperators and Virtual Environments
Computers in Human Behavior
Facial expression of emotion and perception of the Uncanny Valley in virtual characters
Computers in Human Behavior
Effects of smiling on articulation: lips, larynx and acoustics
COST'09 Proceedings of the Second international conference on Development of Multimodal Interfaces: active Listening and Synchrony
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This paper presents a study of how exaggerated facial expression in the lower face region affects perception of emotion and the Uncanny Valley phenomenon in realistic, human-like, virtual characters. Characters communicated the six basic emotions, anger, disgust, fear, sadness and surprise with normal and exaggerated mouth movements. Measures were taken for perceived familiarity and human-likeness. The results showed that: an increased intensity of articulation significantly reduced the uncanny for anger; yet increased perception of the uncanny for characters expressing happiness with an exaggeration of mouth movement. The practical implications of these findings are considered when controlling the uncanny in virtual characters.