HKUST(GZ) Computational Media Arts |
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Resource type: Book Chapter Language: en: English Peer reviewed ID no. (ISBN etc.): 978-1-304-81204-9 BibTeX citation key: Tinwell2014 Email resource to friend View all bibliographic details |
Categories: General Keywords: Uncanny Creators: Abdel Nabi, Grimshaw, Nixon, Seif El-Nasr, Tanenbaum, Tinwell Publisher: ETC Press Collection: Nonverbal Communication in Virtual Worlds: Understanding and Designing Epressive Characters |
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Attachments | URLs http://press.etc.c ... ressive-characters |
Abstract |
This chapter provides an overview of a current research project investigating the Uncanny Valley phenomenon in realistic, human-like virtual characters. The research methods used in this work include a retrospective of both empirical studies and philosophical writings on the Uncanny. No other research has explored the notion that realistic, human-like, virtual characters are regarded less favorably due to a perceived diminished degree of responsiveness in facial expression, specifically, nonverbal communication (NVC) in the upper faceregion. So far, this research project has provided the first empirical evidence to test the Uncanny Valley phenomenon in the domain of animated video game characters with speech, as opposed to just still, unresponsive images, as used in previous studies. Based on the results of these experiments, a conceptual framework of the Uncanny Valley in virtual characters has been authored to allow developers to design either for or against the uncanny for antipathetic or empathetic-type characters. This research is relevant to embodied conversational agents used in a wider context such as therapeutic and e-learning applications and has an outreach to the disciplines of psychology, social psychology, game studies, animation and graphics, and human computer interaction.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard |
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