HKUST(GZ) Computational Media Arts

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A. Tinwell, M. N. Grimshaw, and D. Abdel Nabi, "Effect of emotion and articulation of speech on the Uncanny Valley in virtual characters," in Proc. 4th International Conference on Affective Computing and Intelligent Interaction, ser. Lecutre Notes in Computer Science, Oct. 9–12, 2011, pp. 557–566. 
Added by: Mark Grimshaw-Aagaard (02/06/2025, 08:11)   Last edited by: Mark Grimshaw-Aagaard (02/06/2025, 08:14)
Resource type: Proceedings Article
Language: en: English
Peer reviewed
DOI: 10.1007/978-3-642-24571-8_69
BibTeX citation key: Tinwell2011
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Categories: General
Keywords: Characters, Emotion, Expression, Uncanny Valley, Video Games
Creators: Abdel Nabi, Grimshaw, Tinwell
Collection: 4th International Conference on Affective Computing and Intelligent Interaction
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Attachments   978-3-642-24571-8_69.pdf [4/4]
Abstract
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-likness. 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.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
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