Article

Is there an Uncanny Valley of Virtual Animals? A Quantitative and Qualitative Investigation

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Abstract

Approaching a high degree of realism, android robots, and virtual humans may evoke uncomfortable feelings. Due to technologies that increase the realism of human replicas, this phenomenon, which is known as the uncanny valley, has been frequently highlighted in recent years by researchers from various fields. Although virtual animals play an important role in video games and entertainment, the question whether there is also an uncanny valley for virtual animals has been little investigated. This paper examines whether very realistic virtual pets tend to cause a similar aversion as humanlike characters. We conducted two empirical studies using cat renderings to investigate the effects of realism, stylization, and facial expressions of virtual cats on human perception. Through qualitative feedback, we gained deeper insight into the perception of realistic computer-generated animals. Our results indicate that depicting virtual animal-like characters at realism levels used in current video games causes negative reactions just as the uncanny valley predicts for humanlike characters. We conclude design implication to avoid that sensation and suggest that virtual animals should either be given a completely natural or a stylized appearance. We propose to further examine the uncanny valley by the inclusion of artificial animals.

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... Specific figures on the number of people in society that experience the UV effect have not been located, however, research indicates that the phenomenon is a common occurrence in cultures worldwide. Negative reactions said to occur as a result of the UV effect include mistrust (Gayles, 2019), aversion (Strait, 2016), and revulsion (Kimura, 2016;Mori, 1970;Rosenthal-von der Pütten, 2015;Schwind, 2018) and are similar to the negative reactions reported in the literature on technological fears and phobias. Because such negative reactions as the UV effect can serve as impediments to the willingness to use technology (Zarina 2018), digital services such as education (Chen, 2008;Klein, 2020;MacGillis, 2020;Meckler, 2020;Lewis, 2020) and healthcare (Baker, 2016;Stern, 2019) could be discounted due to these reactions. ...
... Experts have recognized the importance of UV research to HRI and have posited its effects on the entities present in onsite and online social and service industries (Baggaley, 2010;Ciechanowski, 2019;Garner, 2016;Gee, 2005;Gray, 2012;Kanowitz, 2019;Lewkowicz, 2012;Matsuda, 2012;Robotics Industry Association, 2019;Schwind, 2018;van den Berg, 2010). Within a span of almost ten years, the presence of robots in these industries more than doubled. ...
... Building on the observances of seminal authors, later researchers questioned might other nonliving beings activate an uncanny response. In answering this question, entities such as clowns (Pollick, 2009;Wang, 2015), toys (Lu, 2017), virtual animals (Schwind, 2018), virtual film characters (Kätsyria, 2017), videogame characters (Schneider, 2007), avatars (Ciechanowski, 2019;Schwind, 2018), chatbots (Ciechanowski, 2019;Skjuve, 2019), and online social (van den Berg, 2010), healthcare (Stern, 2019) and educational platforms (Gabay, n.d.) also became the subject of UV discussions and research. ...
Thesis
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This systematic literature review (SLR) explored the uncanny valley (UV) effect as related to human-robot interaction (HRI). The purpose of this SLR was to investigate the variables of the UV effect to find recommendations from the results that would reduce occurrence of the phenomenon. Using a textual narrative synthesis approach, a six-step methodology was used to answer three research questions: 1.) What HRI variables predict the UV effect? 2.) When considering HRI, what other variables are related to the UV effect? 3.) What recommendations can be made that would potentially reduce the UV effect that occurs during HRI? Anthropomorphism, human-likeness, mind perception, agency, experience, combination and mismatch variables, and movement emerged as variables that predict the UV effect. Other variables discovered to be related to the UV effect included human age, robot identity, and disclosure and transparency. Recommendations for reducing the UV effect include revealing a robot’s identity, aligning robot identity, function, and user, and designing robots that look like cartoons and caricatures. Recommendations for future HRI-UV research are discussed as well.
... Another method is to design frameworks for training virtual agents to minimise the difference between an agent and human behaviour performing the same task [23]. The interest in designing and training virtual animals [24] shows that autonomous agents in VR are not restricted to humanoid creatures. There is a straightforward application of virtual agent design in the gaming industry. ...
... Another XR/AI interaction domain identified in the study [16] was the gaming industry. AI was also used to create NPCs and to build a virtual environment where NPCs could be trained [21][22][23][24]. The research also included generation techniques of virtual animals that resemble realistic behaviour [24,37]. ...
... AI was also used to create NPCs and to build a virtual environment where NPCs could be trained [21][22][23][24]. The research also included generation techniques of virtual animals that resemble realistic behaviour [24,37]. E-commerce, marketing, and customer behaviour analytics is a domain that employs DS and AI tools and shows a significant potential value source for commercial organisations. ...
Article
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Metaverse, virtual reality, data science, and artificial intelligence are buzzwords that attract the attention of tech enthusiasts and corporate managers. The following article is a literature review that integrates the emerging domains of virtual reality/metaverse and artificial intelligence/data science into good use cases from a commercial perspective. As the result of the analysis, we propose four strategies that commercial organizations can use to harness the synergy of these domains for successful and effective Value Innovation management.
... Realism is predominantly framed as a continuum rather than a binary construct. However what constitutes the non-realistic end of this continuum varies across the literature: For example, low quality [81] or substantial difference to the targeted realistic referent [95] occurs as such, but most commonly it is stylization/abstraction/lack of detail [64,71,148,180,182]. ...
... Realism is considered to have "a notable influence" [145], and in its various forms is "deeply rooted in all forms of entertainment [...,] involved in the active participating nature of video games [... and] an essential element of players' arousal and affect" [92]. It is reported to be a preference (e.g., [10,26,49,112,125,148,175,182]) and a positive factor for PX [33,53,70,112,172,[180][181][182]; it is used in marketing [15,34], and is considered a goal of game design [41,120]. ...
... In constructing this theme, we note that realism is also often positioned in a trade-off relationship with other factors: narrative ("the competition between historical narratives and a fictional cinematic space" [34]), feelings of safety (in alarming VR experiences [89], haptics of unpleasant sensations [62], and avoiding real-world repercussions [26]), resources [8,84,181] or other costs like increasing likelihood of lag [81], as well as aesthetics ("cat depictions with the lowest realism ratings receive[d] significantly higher aesthetic ratings" [148]). Fun and user experience are also framed in trade-off with realism: "in gaming, it becomes necessary to reduce the realism of the game [...] to improve the player's pleasure and engagement" [33]. ...
Conference Paper
Researchers reference realism in digital games without sufficient specificity. Without clarity about the dimensions of realism, we cannot assess how and when to aim for a higher degree of realism, when lower realism suffices, or when purposeful unrealism is ideal for a game and can benefit player experience (PX). To address this conceptual gap, we conducted a systematic review using thematic synthesis to distinguish between types of realism currently found in the digital games literature. We contribute qualitative themes that showcase contradictory design goals of realism/unrealism. From these themes, we created a framework (i.e., a hierarchical taxonomy and mapping) of realism dimensions in digital games as a conceptual foundation. Our themes and framework enable a workable specificity for designing or analyzing types of realism, equip future work to explore effects of specific realism types on PX, and offer a starting point for similar efforts in non-game applications.
... In this context, researchers have evaluated the impact of virtual humans used as pedagogical agents, bots, chatbots, virtual android robots, and avatars. 3,4 Recent work by Schwind et al. 5 established the possibility to analyze the uncanny valley hypothesis for virtual animals as well. However, in their work, a human-likeness scale was employed rather than an animal-likeness scale. ...
... The first study, by Schneider et al., 14 reported that non-human characters (e.g., animals and robots) are perceived favorably if they display human-like features. The second study, developed by Schwind et al., 5 noted that it is possible to avoid the uncanny valley for a virtual animal when it is completely natural or when it has a stylized appearance. Their study concentrated on how realism has an effect on a virtual animal (e.g., a cat). ...
... Researchers have explored the relationship between the uncanny valley effect on familiarity. 5,8,10,19 However, here we extend this work and use the panda to investigate not only its familiarity aspect, but also attractiveness, commonality, naturalness, interestingness, and animateness traits in a virtual setting. ...
Article
Virtual robots, including virtual animals, are expected to play a major role within affective and aesthetic interfaces, serious games, video instruction, and the personalization of educational instruction. Their actual impact, however, will very much depend on user perception of virtual characters as the uncanny valley hypothesis has shown that the design of virtual characters determines user experiences. In this article, we investigated whether the uncanny valley effect, which has already been found for the human-like appearance of virtual characters, can also be found for animal-like appearances. We conducted an online study (N = 163) in which six different animal designs were evaluated in terms of the following properties: familiarity, commonality, naturalness, attractiveness, interestingness, and animateness. The study participants differed in age (under 10–60 years) and origin (Europe, Asia, North America, and South America). For the evaluation of the results, we ranked the animal-likeness of the character using both expert opinion and participant judgments. Next to that, we investigated the effect of movement and morbidity. The results confirm the existence of the uncanny valley effect for virtual animals, especially with respect to familiarity and commonality, for both still and moving images. The effect was particularly pronounced for morbid images. For naturalness and attractiveness, the effect was only present in the expert-based ranking, but not in the participant-based ranking. No uncanny valley effect was detected for interestingness and animateness. This investigation revealed that the appearance of virtual animals directly affects user perception and thus, presumably, impacts user experience when used in applied settings.
... VR provides a range of benefits such as user immersion and presence in the environment, the ability to potentially interact with a virtual object (such as a pet), the ability to elicit an increased degree of emotion, and the viewing area is much greater compared to 2D formats and is often, but not always, controlled by natural user movement (Lin et al., 2017). However, the degree of immersion, presence, perceptions and interactions in VR may be influenced by a variety of factors such as equipment, user's knowledge and experience, virtual environment, model development and appearance/quality/ realism (e.g., the "Uncanny Valley" as previously seen using realistic and unrealistic images of cats and dogs) (Yamada et al., 2013;Lin et al., 2017;Schwind et al., 2018). ...
... Judging the quality of dog models is important due to the potential impact it has on a user's behaviour towards and interpretation of the dog. Previous research has highlighted that the impact of model quality and design (i.e., anthropomorphic features, naturalness, stylisation) could relate to the perceived realism of virtual animals (Schwind et al., 2018). For example, Schwind et al. (2018) note that if a virtual animals appearance deviates from its natural appearance (e.g., human facial expressions), or movement, then this can result in negative perceptions (e.g., eerie sensation/uncanny valley) of the virtual animals and may have the potential to affect interactions with them. ...
... Previous research has highlighted that the impact of model quality and design (i.e., anthropomorphic features, naturalness, stylisation) could relate to the perceived realism of virtual animals (Schwind et al., 2018). For example, Schwind et al. (2018) note that if a virtual animals appearance deviates from its natural appearance (e.g., human facial expressions), or movement, then this can result in negative perceptions (e.g., eerie sensation/uncanny valley) of the virtual animals and may have the potential to affect interactions with them. In contrast one study, used a VR HMD (Oculus Rift) to view 360 degree videos of real dogs with positive results (Farrell et al., 2021). ...
Article
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Virtual reality is beneficial from a research and education perspective as it allows the assessment of participants in situations that would otherwise be ethically and practically difficult or impossible to study in the real world. This is especially the case where the assessment of human behaviour in the presence of stimuli (e.g. an aggressive dog) is being measured which could potentially constitute a risk in a real-world environment (e.g. a dog bite). Given that the dog is the most popular companion animal species, to date there is limited research that identifies and reviews the use of virtual and augmented reality directly relating to human-dog interactions. Furthermore, there also appears to be no review of the equipment and dog model specifications, such as dog breed and behaviours, which are currently used in these studies. As a result, this systematic scoping review searched ten databases to assess the current use and specifications of dog models which directly focused on human-dog interactions. Ten articles were identified. Six related to assessment or treatment of dog fear/phobia (cynophobia), three included multiple animal phobias, including dogs, and one article investigated the human and virtual dog interactions whilst walking. Six articles used a single breed (German Shepherd, Beagle, Doberman, and Rottweiler). Both the breed and behaviours displayed lacked justification and were often not evidence based. Specific measurements of model quality (e.g., polygons/vertices) were reported in only two articles which may affect repeatability and make comparisons between studies difficult. The virtual reality equipment (e.g. CAVE, head mounted display) and navigation methods (e.g. joystick, mouse, room scale walking) used varied between studies. In conclusion, there is a need for the accurate development and representation, including appearance and behaviours, of dog models in virtual and augmented reality. This is of high importance especially as most of the research covered in this review was conducted with the aim to treat the fear or phobia of dogs.
... These conceptualizations often stem from different theories and their assumptions about elicitors of the effect (Diel & MacDorman, 2021). They include 1. a function like Mori's graph that maps a given degree of human likeness to a level of affect (Bartneck et al., 2009a;Burleigh, Schoenherr, & Lacroix, 2013;Chen, Russel, Nakayama, & Livingstone, 2010;Gray & Wegner, 2012;Kätsyri, de Gelder, & Takala, 2019;Lin et al, 2021;Ramey, 2005;Sasaki, Ihaya, & Yamada, 2017;Schneider, Wang, & Yang, 2009;Schwind et al., 2018;Seyama & Nagayama, 2007); 2. deviations from norms of human appearance and movement (Chaminade, Hodgins, & Kawato, 2007;MacDorman & Ishiguro, 2006;Mathur & Reichling, 2016;Palomäki et al., 2018;Seyama & Nagayama, 2007;Tinwell & Grimshaw, 2009;Tinwell, Grimshaw, & Nabi, 2014); 3. violations of expectations of human appearance and behavior (Bartneck et al., 2009a;MacDorman & Ishiguro, 2006); 4. sensitivity to nonhuman features that increases with an entity's human likeness Green, MacDorman, Ho, & Vasudevan, 2008;MacDorman, Srinivas, & Patel, 2013); 5. a mismatch between human and nonhuman features (Ho & MacDorman, 2010;MacDorman, Green, Koch, & Ho, 2009;Mitchell et al., 2011b;Moore, 2012;Takahashi, Fukuda, Samejima, Watanabe, & Ueda, 2015;Tinwell & Sloan, 2014); 6. entities that elicit the concept human but have nonhuman traits (Steckenfinger & Ghazanfar, 2009); and 7. difficulty distinguishing between categories, such as human and robot, or a conflict between categories (Cheetham, Pavlović, Jordan, Suter, & Jäncke, 2013;Cheetham, Suter, & Jäncke, 2011, 2014Cheetham, Wu, Pauli, & Jäncke, 2015;. ( ...
... Research corroborates the multidimensionality of human likeness in exploring the relation between the UV effect and an entity's physical (MacDorman & Ishiguro, 2006;Seyama & Nagayama, 2007), behavioral (MacDorman et al., 2005;Złotowski et al., 2015), and perceived mental similarity to humans (Gray & Wegner, 2012;Stein & Ohler, 2017). The perception of nonhuman animals can also elicit the UV effect Löffler, Dörenbächer, & Hassenzahl, 2020;Schwind et al., 2018;Takahashi et al., 2015;Yamada, Kawabe, & Ihaya, 2013). This result casts doubt on whether the independent variable solely concerns human likeness. ...
... Aesthetics: Items measuring aesthetic appeal (Sansoni, Wodehouse, McFayden, & Buis, 2015;Schwind et al., 2018). These items conceptualize the UV effect as a lack of physical attractiveness. ...
Preprint
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The uncanny valley (UV) effect is a negative affective reaction to human-looking artificial entities. It hinders comfortable, trust-based interactions with android robots and virtual characters. Despite extensive research, a consensus has not formed on its theoretical basis or methodologies. We conducted a meta-analysis to assess operationalizations of human likeness (independent variable) and the UV effect (dependent variable). Of 468 studies, 72 met the inclusion criteria. The studies employed 10 different stimulus creation techniques, 39 affect measures, and 14 indirect measures. Based on 247 effect sizes, a three-level meta-analysis model revealed the UV effect had a large effect size, Hedges' g = 1.01 [0.80, 1.22]. A mixed-effects meta-regression model with creation technique as the moderator variable revealed face distortion produced the largest effect size, g = 1.46 [0.69, 2.24], followed by distinct entities, g = 1.20 [1.02, 1.38], realism render, g = 0.99 [0.62, 1.36], and morphing, g = 0.94 [0.64, 1.24]. Affective indices producing the largest effects were threatening, likable, aesthetics, familiarity, and eeriness, and indirect measures were dislike frequency, categorization reaction time, like frequency, avoidance, and viewing duration. This meta-analysis-the first on the UV effect-provides a methodological foundation and design principles for future research.
... Some studies instead represent the x-axis of Mori's graph as perceived realism (e.g. Schwind, Leicht, Jäger, Wolf, & Henze, 2018). Incremental transitions along the dimension are created by morphing (MacDorman & Ishiguro, 2006), editing (Mäkäräinen et al., 2014), or selecting stimuli (Mathur et al., 2020). ...
... Because the mechanism is applied only to hominins, mate selection theory predicts that only humanlike entities elicit the UV effect. However, previous research has found that nonhuman animal stimuli also elicit the UV effect (Löffler, Dörrenbächer, & Hassenzahl, 2020;MacDorman & Chattopadhyay, 2017;Schwind et al., 2018;Yamada et al., 2013). ...
... Threat avoidance theories exclude nonanimal stimuli as elicitors of the UV effect, and mate selection and psychopathy avoidance theories exclude nonhuman animal stimuli as well. Our results showed that nonhuman animal stimuli elicited a UV effect, reproducing past findings (Löffler et al., 2020;Schwind et al., 2018;Yamada, Kawabe, & Ihaya, 2013). Moreover, our results also showed that nonanimal stimuli elicited a UV effect. ...
Article
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In 1970, Masahiro Mori proposed the uncanny valley (UV), a region in a human-likeness continuum where an entity risks eliciting a cold, eerie, repellent feeling. Recent studies have shown that this feeling can be elicited by entities modeled not only on humans but also nonhuman animals. The perceptual and cognitive mechanisms underlying the UV effect are not well understood, although many theories have been proposed to explain them. To test the predictions of nine classes of theories, a within-subjects experiment was conducted with 136 participants. The theories' predictions were compared with ratings of 10 classes of stimuli on eeriness and coldness indices. One type of theory, configural processing, predicted eight out of nine significant effects. Atypicality, in its extended form, in which the uncanny valley effect is amplified by the stimulus appearing more human, also predicted eight. Threat avoidance predicted seven; atypicality, perceptual mismatch, and mismatch+ predicted six; category+, novelty avoidance, mate selection, and psychopathy avoidance predicted five; and category uncertainty predicted three. Empathy's main prediction was not supported. Given that the number of significant effects predicted depends partly on our choice of hypotheses, a detailed consideration of each result is advised. We do, however, note the methodological value of examining many competing theories in the same experiment.
... However, past a certain point, they risk appearing cold and eerie, turning our affinity into aversion. From 2005, empirical research has reproduced this uncanny valley effect-not only for robotic and virtual simulations of humans but across a range of other categories, including animals (Löffler et al., 2020;Schwind et al., 2018;Sierra Rativa et al., 2022;Steckenfinger & Ghazanfar, 2009;Takahashi et al., 2015;Yamada et al., 2013) and inanimate objects (Diel & MacDorman, 2021;. However, we are especially sensitive to imperfections in human appearance, amplifying the creepiness of our digital doubles . ...
... Mori (2012) proposed the uncanny valley in 1970, observing how imperfections in humanlike figures could elicit eeriness. Since then, his concept has been extended to animals and inanimate objects (Diel & MacDorman, 2021;Löffler et al., 2020;Schwind et al., 2018;Yamada et al., 2012Yamada et al., , 2013. In this study, plotting the uncanniness and pleasantness of AI and other foods against their realism resulted in the same U-shaped curve, thereby extending the uncanny valley to food. ...
... They refer to the distractive qualities of highly realistic applications, hindering learning and training effects. Others even found evidence of aesthetic preferences towards less realistic visuals [33]. It is further suggested that reduced realism might be needed for player engagement in gaming [4]. ...
... Other methods of measuring subjective realism investigate the level of presence that the participants experience. Slater et al. and Schwind et al. show that people experience higher presence in high-realism environments [35,33], which is why it has been used as a proxy indicator of realism. However, other papers [32,1] discuss that perceived realism, in specific applications, may not directly correlate to presence. ...
Conference Paper
The visual realism classification scale (VRCS) is a tool to help researchers judge, compare, and describe the visual realism of objects in virtual environments. In Human-Computer Interaction, visual realism is a much-investigated topic, as different tasks benefit from a particular level of detail. The subjective feeling of realism becomes more tangible by judging 3D objects based on the objective criteria: lighting, reflection, texture, structure, form, and internal consistency. This paper revises the original VRCS using statistical analysis and an expert focus group. The adopted changes are evaluated through a complementary user study of 34 participants, which resulted in high validity due to a significant correlation between the subjective measure and VRCS. Furthermore, the scale significantly predicts subjective realism and improves the inter-rater reliability on multiple questions. Using the focus group and user study results, this paper offers guidance on applying the VRCS in research.
... They refer to the distractive qualities of highly realistic applications, hindering learning and training effects. Others even found evidence of aesthetic preferences towards less realistic visuals [33]. It is further suggested that reduced realism might be needed for player engagement in gaming [4]. ...
... Other methods of measuring subjective realism investigate the level of presence that the participants experience. Slater et al. and Schwind et al. show that people experience higher presence in high-realism environments [35,33], which is why it has been used as a proxy indicator of realism. However, other papers [32,1] discuss that perceived realism, in specific applications, may not directly correlate to presence. ...
Chapter
3D models are at the core of every virtual and augmented reality application. They appear in varying degrees of visual realism complexity, depending on the intention of use and contextual as well as technical limitations. The research concerning the effects induced by different degrees of visual realism complexity of 3D models can be used to define in which fields and applications a high visual realism is needed.This paper proposes a classification of 3D models in extended reality applications, according to their visual realism complexity. To identify the aspects of realism classification this work considers how past studies defined the virtual realism complexity of 3D models and looks into approaches of diverse disciplines.After defining the visual realism complexity scale, the paper validates the method in a user study. The study was conducted with 24 participants that viewed 16 different 3D models in virtual reality and rated them with the proposed scale.The collected data shows a significant correlation between subjective realism and the proposed scale. Next to depicting visual realism, the scale also improves the explicitness of realism ratings.The classification enables scientists to specify the level of visual realism complexity of their used 3D models. At the same time, this opens up opportunities to conduct comparable research about visual realism complexity.KeywordsHuman factorsVisual RealismExtended RealityPerformance measurementVisualization and image rendering
... An uncanny valley is also observed when using animal stimuli [38,39], but the sensitivity of the effect to facial distortions remains stronger in human faces compared to animal faces [6]. Furthermore, recent evidence shows that the effect of facial distortion on uncanniness ratings is enhanced when faces are upright (compared to inverted) and familiar (compared to novel), and that this effect is mediated by perceptual sensitivity to detect facial distortions [40]. ...
... The results complement previous research showing that changes in uncanniness ratings are more sensitive to distortions in familiar categories like human compared to animal faces [6,7], realistic compared to unrealistic faces [4,5,40], one's own face compared to a stranger's face [71], and familiar compared to unfamiliar and upright compared to inverted faces [40]. In general, the deviation from familiarity effect predicts a generality of the uncanny valley phenomenon (or uncanniness) beyond previous suggestions of human or animal specificity [2,33,39], and could extend to inanimate yet familiar categories like written text or physical places, which could be explored in future research. ...
Article
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Humanlike entities deviating from the norm of human appearance are perceived as strange or uncanny. Explanations for the eeriness of deviating humanlike entities include ideas specific to human or animal stimuli like mate selection, avoidance of threat or disease, or dehumanization; however, deviation from highly familiar categories may provide a better explanation. Here it is tested whether experts and novices in a novel (greeble) category show different patterns of abnormality, attractiveness, and uncanniness responses to distorted and averaged greebles. Greeble-trained participants assessed the abnormality, attractiveness, uncanniness of normal, averaged, and distorted greebles and their responses were compared to participants who had not previously seen greebles. The data show that distorted greebles were more uncanny than normal greebles only in the training condition, and distorted greebles were more uncanny in the training compared to the control condition. In addition, averaged greebles were not more attractive than normal greebles regardless of condition. The results suggest uncanniness is elicited by deviations from stimulus categories of expertise rather than being a purely biological human- or animal-specific response.
... alcuni parametri di inquietudine, raccapriccio o spavento (Diel et al., 2022;Ho & MacDorman, 2010, 2017Mangan, 2015), è stato dimostrato anche in animali artificiali (Löffler, Dörrenbächer, & Hassenzahl, 2020;Schwind, Leicht, Jäger, Wolf, & Henze, 2018) e animali impagliati Yamada, Kawabe, & Ihaya, 2012). Il fenomeno UV è stato anche dimostrato negli ambienti fisici distorti (esempio le case distorte in , dando vita agli spazi chiamati "liminali", i quali giocano ai limiti della plausibilità e sulle aspettative, stimolando l'interazione sensoriale, spaziale, logica e cognitiva attraverso la manipolazione di dimensioni, vuoti, ripetizioni e disposizione degli elementi (Gilbert, 2016;Diel & Lewis, 2022). ...
Chapter
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The design of immersive virtual environments for retail often follows a realistic approach that mimics physical stores. However, while the parameters of real space are established, those of virtual space are still in their beginnings in scientific research. The present study explores anomalous immersive virtual environments, investigating the “uncanny valley.” Through the design of 5 metaverses, materials, architecture, proportions and arrangement of elements were tested. A case study in the fashion industry evaluated the impact on user experience, highlighting the influence of dimensional anomalies on permanence and product appreciation.
... While external factors that affect resilience are social support, environment and emotion regulation (Vallahatullah, 2019). The impact of low resilience in children and adolescents due to disasters causes the risk of developing mental problems in the future due to the influence of the deep trauma experienced by children and adolescents after disasters, which causes them to become stressed and difficult to foster a sense of spirit after experiencing adversity (Schwind et al, 2018). ...
Article
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The Semeru Mount eruption disaster causes feelings of anxiety, anxiety, and grief. From the result of a preliminary study conducted by researchers at he ANNUR Foundation, Pronojiwo Village, Lumajang Regency,it wa found that some adolescents experienced low and moderate resilience . The purpose of this study is to determine the relationship between spirituality and the resilience of adolescents after the eruption of Mount Semeru. The research design used analytic with a cross sectional approach. The independent variable was spiritual. The dependent variable was adolescent resilience. The population is 66 adolescents aged 14-16 years at the Annur Sumberurip Foundation school, Pronojiwo Village, Lumajang Regency, with a sample taken is 56. The sampling technique used probability sampling with a proportional random sampling technique. Data collection techniques using a questionnaire. The statistical test used the Spearman rank test with (a = 0.05). This research has been carried out ethical clearance test by KEPK STIKes Ngudia Husada Madura team. The results of the statistical Spearman rank test obtained a value of p = 0.000 <α (0.05). Thus it be concluded that there was a relationship between spirituality and resilience of adolescents post the eruption of Mount Semeru at the ANNUR Foundation, Pronojiwo Village, Lumajang Regency. With and r value = 0.951 means that spirituality and resilience are strongly related. It is recommended that this research be used as a data source for further research related to the relationship between spirituality and resilience in adolescents after a volcanic eruption by adding other factors that can affect spirituality in adolescents. Health workers are also advised to make it a reference in providing nursing care to adolescents who experience resilience. For respondents to do self-development by increasing spirituality by attending more frequently at taklim majlis events as a means of increasing their sincerity in exploring spirituality
... Although the theoretical underpinnings of the uncanny valley remain under debate, the concept has been effectively implemented as a heuristic guiding the design and study of multiple forms of non-human entities, such as robotic companions [Walters et al. 2008], human-like virtual avatars [Shin et al. 2019], virtual animals [Schwind et al. 2018], and chatbots [Song and Shin 2024]. It is unclear whether the concept of the uncanny valley translates well to networks in which humanness is not necessarily loaded on an entity or persona but rather inferred through the interpretation of texts. ...
Preprint
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Every interaction has become uncanny. Discourse, the pattern of interactions between two parties, has moved into a space on the boundaries of self and other. We identify the Uncanny Discourse to bring these concepts together to further human-computer interaction research. Interactions, whether mediated by information and communication technologies or not, have always been necessarily between two spaces. Now, the diametric conflict of those two spaces has become at once obvious and unsettlingly unknown. Interaction has become real and synthetic; informing and deceiving; and clear and cryptic. Sliding between these spaces is uncanny. We raise a challenge for researchers in interaction-face the uncanny. Incorporate it in your design, in your research. And intentionally choose between strengthening the uncanny and mitigating it. Today, our technologies are not only used in the context of social interactions but have formed the basis upon which social interactions are built, replicated, and maintained. While the rapid development and widespread acceptance of networked technologies stand as an example of the adaptability of our species, the many heuristics built into social processes, developed through millennia of interactions, have yet to be understood in terms of their utility and resilience in the social contexts which are embedded in technology. In this paper, we expand on two concepts previously used as a heuristic for understanding interaction: the uncanny, applied to technologies in physical space, and discourse, applied to networks of information and readers of that information. We seek to bring these concepts together in today's networked social space and determine its utility in future design and research. To this end, the concept of uncanny discourse is presented as a means by which human-actors' perceptions of networked spaces, and the actors therein, can be understood.
... For example, in a study byOsinski et al. (2019), the inclusion of anthropomorphic features in illustrations of native animals increased the donations all species received, but when using photographs, our study saw more heterogeneity in results. In addition,Schwind et al. (2018) found that viewers reacted negatively to computergenerated animal images, as didLöffler et al. (2020) with zoomorphic robots. We suggest that illustrations or cartoons are acknowledged by their audiences as creative representations and thus do not need to be highly accurate depictions of wildlife. ...
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Many threatened species suffer from a lack of conservation attention compared to others. Prioritisation of funding, research and conservation efforts seem to be driven by reasons beyond conservation need. This could be due to a ‘beauty bias’, whereby aesthetically pleasing species receive more attention. We examined how editing an image to increase a species' aesthetic appeal may impact donation choices and public attitude towards that species. We posed two research questions; first, ‘do people make different donation choices when they see original images of a species compared to when they see images of the same species that have been edited to match aesthetic preferences?’ Using hypothetical donation experiments, we asked respondents to allocate funds to the conservation of three pictured species, one ‘aesthetically appealing’, one ‘aesthetically unappealing’, and one whose image was either edited to reflect common aesthetic preferences or left unedited. Our findings suggest that images edited to make an animal more visually appealing tend to receive higher hypothetical donation amounts than original images. We also posed a second research question; ‘How do people of varying conservation expertise respond to original versus edited images of wildlife?’ To investigate this, we ran three focus groups with individuals unfamiliar with our test species, those familiar with two or more of our test species, and with conservation professionals, which showed mixed reactions both within and between groups. Focus group participants with less conservation expertise noted that edited images often seemed ‘cuter’ than unedited images, and were more likely to compare them to cartoon characters. Participants with more conservation expertise and species familiarity reported greater empathy towards unedited images, and noted that the edited images prompted an ‘uncanny valley’ response, highlighting the need for further scrutiny in how photo editing might be used in conservation messaging. Our findings support the beauty bias hypothesis and highlight that decisions on conservation support should acknowledge that less aesthetically pleasing species are disadvantaged in public attention and funding. In addition, the findings highlight the role of conservation expertise in impacting viewer reactions, as well as the ethical implications of editing images of wildlife. Read the free Plain Language Summary for this article on the Journal blog.
... Recently, an interesting finding by Seymour et al. [45] indicated that the Uncanny Valley can be crossed and the ability to cross it depends on who controls the avatar (i.e., a human or a virtual agent). In addition, some researchers studied the influencing factors on the uncanny valley effect, such as the environmental background of the virtual avatars [25,42], display types [12,40], and the matching degree of voices and body gestures [7,52]. In their study, Kim et al. [22] found evidence for the existence of two uncanny valleys, one emerged for high human-like robots and the other emerged for moderated low human-like robots. ...
Article
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The uncanny valley effect has sparked interest in fields such as humanoid robotics and hyper-realistic virtual animation. Nonetheless, proof of its existence in artificial intelligence (AI) news anchors remains limited. This study examined the existence and effect of the uncanny valley in AI news anchors. Particularly, it delved into human perception and behavior during interactions with AI news anchors. Results showed that AI news anchors failed to establish emotional bonds with audiences, and thus fell within the uncanny valley. Audiences were sensitive to minor defects and oddities in the AI news anchors, and felt eerie while watching them. Findings of this study can be used to formulate guidelines for the design of the appearance and behavior of not only AI news anchors but all humanoid AI characters.
... Uncanniness effects have been observed in animal stimuli, for example when distorting or morphing animal faces (Diel & MacDorman, 2021;Yamada, Kawabe, & Ihaya, 2013) or for instances of robotic or computer-generated animals (Löffler, Dörrenbächer, & Hassenzahl, 2020, pp. 261-270;Schwind, Leicht, Jäger, Wolf, & Henze, 2018). Uncanniness effects have also been observed in inanimate objects, like distortions in physical places (Diel & Lewis, 2022a;Diel & MacDorman, 2021). ...
... On one hand, this phenomenon is related to human-like characters in games and animations, in facial caricatures, masks, avatars in virtual reality, facial caricatures, characters in 3D computer animations, lifelike dolls, and any type of human-like objects (Jiang et al., 2022;Mori, 1970;Seyama & Nagayama, 2007;Tinwell, 2014;MacDorman, 2006). On the other hand, recent studies have shown that the uncanny valley phenomenon could be triggered by virtual animals as well (Diel & MacDorman, 2021;Schwind, Leicht, Jäger, Wolf, & Henze, 2018;Sierra Rativa, Postma, & van Zaanen, 2022). ...
... Schwind et al. noted that if the virtual cat model was more natural, of higher quality, and had a less intimidating appearance, users could feel more comfortable with the virtual cat model and interact better with it (20). Considering this aspect, this study used the "Kitten (short)" asset from the Unity Asset Store. ...
Article
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Introduction Interacting with animals has been demonstrated to possess the healing benefits to humans. However, there are limitations in physical interaction due to COVID-19 and safety issues. Therefore, as an alternative, we created mixed-reality (MR)-based human-animal interaction (HAI) content and experimentally verified its effect on mental stress reduction. Methods We created three types of interactive content: observing the movement of a non-reactive virtual cat, interacting with a virtual cat whose responses can be seen, and interacting with a virtual cat whose responses can be both seen and heard. The experiment was performed by 30 healthy young women, and a mental arithmetic task was used to induce mild mental stress before experiencing each content. During the experiment, the subject's electrocardiogram was continuously recorded, and the psychological state was evaluated through a questionnaire. Results The results showed that MR-based virtual cat content significantly reduces mental stress and induces positive emotions after stressful situations. In particular, when the virtual cat provided audiovisual feedback, the activation amount of the parasympathetic nervous system and the increase of positive emotions were the greatest. Discussion Based on this encouraging research result, this method should be further investigated to see if it can replace real HAI for human mental health management.
... Researchers found that designs affect emotions [116] there remains a remarkable influence of the field of expertise of the probands, which leads to our new speculative hypothesis that the "technophilic attitude" of a significant part of the problems covered and superseded their primary affinity towards their artificial partner in conversation [117]. Spreading VR and AR-based solutions does not seem like a panaceait was shown that virtual characters were often regarded as more uncanny (less familiar and human-like) than humans and that increasing levels of asynchrony increased perception of uncanniness was always noticeable [118], similar to that of video games [119]. ...
Article
Purpose We present a systematic literature review of dialogue agents for Artificial Intelligence (AI) and agent-based conversational systems dealing with cognitive disability of aged and impaired people including dementia and Parkinson’s disease. We analyze current applications, gaps, and challenges in the existing research body, and provide guidelines and recommendations for their future development and use. Materials and methods We perform this study by applying Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) criteria. We performed a systematic search using relevant databases (ACM Digital Library, Google Scholar, IEEE Xplore, PubMed, and Scopus). Results This study identified 468 articles on the use of conversational agents in healthcare. We finally selected 124 articles based on their objectives and content as directly related to our main topic. Conclusion We identified the main challenges in the field and analyzed the typical examples of the application of conversational agents in the healthcare domain, the desired characteristics of conversational agents, and chatbot support for aged people and people with cognitive disabilities. Our results contribute to a discussion on conversational health agents and emphasize current knowledge gaps and challenges for future research. • IMPLICATIONS FOR REHABILITATION • A systematic literature review of dialogue agents for artificial intelligence and agent-based conversational systems dealing with cognitive disability of aged and impaired people. • Main challenges and desired characteristics of the conversational agents, and chatbot support for aged people and people with cognitive disability. • Current knowledge gaps and challenges for remote healthcare and rehabilitation. • Guidelines and recommendations for future development and use of conversational systems.
... A major drawback of the original hypothesis is it does not provide the exact definition or standards of human-likeness, affinity, eeriness, and means of quantifying these [9,25] , which causes methodological circularity [25] . In recent years, researchers have expanded their investigations to examine the possibility of observing the same uncanny valley in zoomorphic robots [26] or virtual animals [27] . Like humanoid robots, zoomorphic robots that combine realistic and nonrealistic features are less preferred [26] . ...
Article
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The uncanny valley hypothesis states that users might experience eerie when interacting with almost but not fully human-like artificial characters. The advancements in artificial intelligence, robotics, and computer graphics have led to life-like virtual humans and humanoid robots. It is necessary to revisit the hypothesis to check if they positively or negatively affect the current population, who are much more accustomed to the latest technologies. In this paper, we study and present a unique evaluation of the uncanny valley hypothesis by allowing participants to interact live with four different humanoid robots (of varying levels of humanlikeness). To evaluate the affinity of each robot, each participant needs to fill a survey questionnaire. Apart from this, we also use deep learning methods to quantify the participants’ emotional states using multi-modalcues, including visual, audio, and text, by recording the participant-robot interaction. The multi-modal analysis and surveys provide interesting results and insights into the uncanny valley hypothesis.
... However, it is not clear whether these humans-specific processing cause uncanniness or merely correlate with uncanniness caused by, for example, deviation from familiar categories. As the uncanny valley has been found in perceiving animals (e.g., Schwind et al., 2018) and built environments (Diel & Lewis, in review;Diel & MacDorman, 2021), uncanny valley may occur for nonhuman categories, which could not be easily explained by explanations focussing on human-specific processing. Observed associations between mind or animacy perception and an uncanny valley could be merely correlational, and instead have the same cause: Subtle deviations or anomalies in facial appearance could interfere with mind or animacy attribution, and in addition appear uncanny. ...
Article
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Deviating from human norms in human-looking artificial entities can elicit uncanny sensations, described as the uncanny valley. This study investigates in three tasks whether configural deviation in written text also increases uncanniness. It further evaluates whether the uncanniness of text is better explained by perceptual disfluency and especially deviations from specialized categories, or conceptual disfluency caused by ambiguity. In the first task, lower sentence readability predicted uncanniness, but deviating sentences were more uncanny than typical sentences despite being just as readable. Furthermore, familiarity with a language increased the effect of configural deviation on uncanniness but not the effect of non-configural deviation (blur). In the second and third tasks, semantically ambiguous words and sentences were not uncannier than typical sentences, but deviating, non-ambiguous sentences were. Deviations from categories with specialized processing mechanisms thus better fit the observed results as an explanation of the uncanny valley than ambiguity-based explanations.
... The negative emotional experience has been described as eeriness, creepiness, or uncanniness (Diel et al., 2022;Ho & MacDorman, 2010, 2017Mangan, 2015). The effect is not specific to human entities: artificial animals (Löffler, Dörrenbächer, & Hassenzahl, 2020;Schwind, Leicht, Jäger, Wolf, & Henze, 2018) and manipulations of realistic animals (Diel & MacDorman, 2021;Yamada, Kawabe, & Ihaya, 2012) elicit observable uncanny valleys. Finally, distorted houses are rated as more uncanny than normal houses (Diel & MacDorman, 2021), indicating that the uncanny valley transcends animate categories and is applicable to built physical environments. ...
Article
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Certain built environments can decrease aesthetic appeal. For humans and objects, deviation from typical appearances leads to nonlinear appraisal characterised as the uncanny valley. The first time, it was explored whether an uncanny valley can be found for built environments. In Experiment 1, a cubic N-shaped function of uncanniness plotted against realism of built environments was found, indicating an uncanny valley. Quantitative and qualitative data indicate an association between uncanniness and structural anomalies. Experiment 2 explored distortions leading to uncanniness of indoor places. In Experiment 3, human presence decreased uncanniness of distorted indoor public places but increased uncanniness of private rooms. Taken together, the evidence indicates that deviations from familiar configural patterns drive uncanniness of built physical places. Thus, strong deviations from a built environment's predictable pattern decreases its aesthetic appeal.
... For thorough theory testing on the exact design and psychological mechanisms responsible for the uncanny valley effect, in future work, it may be more suitable to use a controlled set of image stimuli, such as morphed (Lee et al., 1996;Wolberg, 1998) or computer-generated images (Burleigh et al., 2013;Burleigh & Schoenherr, 2015;Seyama & Nagayama, 2007) or even inanimate objects like cameras and greebles Diel & MacDorman, 2021;Mac-Dorman & Chattopadhyay, 2016) and non-human animals like cats (Schwind et al., 2018) and dogs (de Visser et al., 2022). ...
Preprint
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The uncanny valley hypothesis describes how increased human-likeness of artificial entities, ironically, could elicit a surge of negative reactions from people. Much research has studied the uncanny valley hypothesis, but little research has sought to examine people's reactions to a broad range of human-likeness manifested in real-world robots. We focused on examining people's emotional responses to real-world, as opposed to hypothetical, robots because these robots impact real-life human–robot interactions. We measured both positive and negative emotional responses to a large collection of full-body images of robots (N = 251) with various human-like features. We found evidence for the existence of not one, but two uncanny valleys. Mori's uncanny valley emerged for high human-like robots and a second uncanny valley emerged for moderately low human-like robots. We attributed these valleys to unique combinations of perceptual mismatches between human-like features, specified by a match between surface and facial feature dimensions accompanied by a mismatch with the body-manipulator dimension. We also found that patterns of the uncanny valleys differed between positive (shinwakan) and negative (bukimi) emotional responses. Lastly, the word uncanny appeared to be an unreliable measure of the uncanny valley. Implications for robot design and the uncanny valley research are discussed.
... Therefore further investigation might be relevant to identify the cause. One explanation for our results could be the widely reported uncanny valley [30] effect, which has been correlated with the U-shape in a numbers of cases including both anthropomorphism as well as zoomorphism [11,25,29,38]. ...
Conference Paper
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We investigate the impact of anthropomorphism on embodied AI through a study of personal assistants (PA). The effects of physical embodiment remain underexplored while the consumer market for PAs shows an increase in the diversity of physical appearances of these products. We designed three fictional personal assistants with varying levels of embodied anthropomorphism. We validated that our prototypes differed significantly in levels of anthropomorphism (N=26). We developed a set of identical videos for each device, demonstrating realistic end-user interaction across six scenarios. Using a between-subject video survey study (N=150), we evaluate the impact of different levels of embodied anthropomorphism on the perception of personal assistants. Our results show that while anthropomorphism did not significantly affect the perception of Overall Goodness, it affected perceptions of Perceived Intelligence, Likeability, and the device’s Pragmatic Qualities. Finally, we discuss the implications of the identified relationships between anthropomorphism and user confidence in embodied AI systems.
... Second, a UV effect has been observed with animal stimuli (e.g. Löffler, Dörrenbacher, & Hassenzahl, 2020;Mitchell, Szerszen, Lu, Schermerhorn, Scheutz, & MacDorman, 2011;Schwind, Leicht, Jäger, Wolf, & Henze, 2018b;Yamada et al., 2013). Third, distortions of the structure of human faces elicits stronger uncanniness ratings than comparable distortions of the structure of cat faces or houses (Diel & MacDorman, 2021). ...
Article
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The uncanny valley predicts aversive reactions toward near-humanlike entities. Greater uncanniness is elicited by distortions in realistic than unrealistic faces, possibly due to familiarity. Experiment 1 investigated how familiarity and inversion affect uncanniness of facial distortions and the ability to detect differences between the distorted variants of the same face (distortion sensitivity). Familiar or unfamiliar celebrity faces were incrementally distorted and presented either upright or inverted. Uncanniness ratings increased across the distortion levels, and were stronger for familiar and upright faces. Distortion sensitivity increased with increasing distortion difference levels, again stronger for familiar and upright faces. Experiment 2 investigated how face realism, familiarity, and face orientation interacted for the increase of uncanniness across distortions. Realism increased the increase of uncanniness across the distortion levels, further enhanced by upright orientation and familiarity. The findings show that familiarity, upright orientation, and high face realism increase the sensitivity of uncanniness, likely by increasing distortion sensitivity. Finally, a moderated linear function of face realism and deviation level could explain the uncanniness of stimuli better than a quadratic function. A re-interpretation of the uncanny valley as sensitivity toward deviations from familiarized patterns is discussed.
... Schwind et al. stated that people feel more comfortable and interact better with the virtual cat model if the quality of the model is higher and if it looks more natural and less intimidating [26]. Therefore, a rigged kitten (short) (https://assetstore.unity.com/packages/ ...
Article
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Human–animal interaction (HAI) has been observed to effectively reduce stress and induce positive emotions owing to the process of directly petting and interacting with animals. Interaction with virtual animals has recently emerged as an alternative due to the limitations in general physical interactions, both due to the COVID-19 pandemic and, more generally, due to the difficulties involved in providing adequate care for animals. This study proposes mixed reality (MR)-based human–animal interaction content along with presenting the experimental verification of its effect on the reduction of mental stress. A mental arithmetic task was employed to induce acute mental stress, which was followed by either MR content, in which a participant interacted with virtual animals via gestures and voice commands, or a slide show of animal images. During the experiment, an electrocardiogram (ECG) was continuously recorded with a patch-type, wireless ECG sensor on the chest of the subject, and their psychological state was evaluated with the help of questionnaires after each task. The findings of the study demonstrate that the MR-based interaction with virtual animals significantly reduces mental stress and induces positive emotions. We expect that this study could provide a basis for the widespread use of MR-based content in the field of mental health.
... Entities that fall into this slope are perceived as more eerie compared to less human like entities (see Fig. 2) [13]. The original graph as proposed by Mori, from the 2012 translation [13] Since the introduction of the uncanny valley in the 1970s to the field of robotics, it has been widely adopted to other fields in numerous studies: for actually built robots [14], 2D representation of persons in film [15,16] as well as in computer games [17,18], and even for cats [19]. All those studies, except for the actually built robots, have in common that they were carried out using a 2D output device such as a monitor or a projector, but more immersive technologies such as stereoscopic displays or HMDs have not been given much attention so far. ...
Article
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The visual representation of human-like entities in virtual worlds is becoming a very important aspect as virtual reality becomes more and more “social”. The visual representation of a character’s resemblance to a real person and the emotional response to it, as well as the expectations raised, have been a topic of discussion for several decades and have been debated by scientists from different disciplines. But as with any new technology, the findings may need to be reevaluated and adapted to new modalities. In this context, we make two contributions which may have implications for how avatars should be represented in social virtual reality applications. First, we determine how default and customized characters of current social virtual reality platforms appear in terms of human likeness, eeriness, and likability, and whether there is a clear resemblance to a given person. It can be concluded that the investigated platforms vary strongly in their representation of avatars. Common to all is that a clear resemblance does not exist. Second, we show that the uncanny valley effect is also present in head-mounted displays, but—compared to 2D monitors—even more pronounced.
... Teori ini menerangkan bahawa robot yang direka bentuk terlalu realistik dan menyerupai manusia sebenar boleh menyebabkan perasaan tidak selesa kepada orang yang melihatnya (Mathur & Reichling, 2016). Walaupun teori ini pada mulanya lebih terarah kepada tahap realistik robot, namun begitu fenomena yang sama juga turut berlaku terhadap karakter animasi yang realistik (Mathur & Reichling, 2016;Schwind, Leicht, Jäger, Wolf, & Henze, 2018). Fenomenon Uncanny Valley menyatakan bahawa karakter animasi yang terlalu realistik memberikan kesan yang negatif terhadap tahap keselesaan dan emosi pengguna yang menonton karakter tersebut (Lay, Brace, Pike, & Pollick, 2016). ...
Article
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The talking-head animation is an instructional approach that can be utilized to represent teachers or pedagogical agents in the digital learning medium. However, talking-head animation can potentially become a source of distraction in learning due to insufficient design of the talking-head characters. Therefore, this article will discuss and suggest a conceptual framework as a guidance for studies related to such problems. This conceptual framework is constructed based on the theories, principles and relevant literature reviews. This article also outlines future research suggestions to further strengthen the conceptual framework that has been developed.
... Anthropomorphic features have been the subject of many classic studies in robotic appearance and uncanny valley theory, recently it has begun to analyze with animal appearance. Schwind et al., (2018) determined that is the realism of the virtual animal-like characters can generate negative reactions, in the same way, as the human-like characters in the uncanny valley theory. For Schneider, Wang, & Yang (2007) a safer strategy for not to fall into the uncanny valley is design virtual animals with nonanthropomorphized appearance but that it can emote and communicate as a human than as a normal animal. ...
Chapter
The use of virtual robot animals (VRAs) can have a potential impact on applications with affective and aesthetic interfaces. In particular, VRAs can be used in instructional videos in order to develop new ways to engage young learners and to foster personalization of educational instruction. In this paper, we explore the perception of the virtual instructor appearance and its effect on knowledge recall outcomes for young learners. We conducted an experiment with three different virtual instructor appearances: (1) robot animal, (2) animal, and (3) human. The content of the video instruction had two themes: (A) A topic related to robotics (e.g., introductory concepts about robotics), and (B) a topic unrelated to robotics (e.g., Dutch culture). A total of 131 students participated in this study. They originated from two secondary public schools in Bogota, Colombia. Our results showed that the robot animal as a virtual instructor was perceived as the least familiar, common, attractive, interesting, and natural compared with the virtual instructors with the animal and human appearance. Moreover, learners in the condition with the virtual robot animal scored significantly lower on knowledge recall for both topics. A follow-up study can focus on ways to increase positive reactions toward robotic animals as virtual instructors. Video about this research: https://youtu.be/PY1CN0DoKF4.
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The potential to create autonomous teammates that work alongside humans has increased with continued advancements in AI and autonomous technology. Research in human–AI teams and human–autonomy teams (HATs) has seen an influx of new and diverse researchers from human factors, computing, and teamwork, yielding one of the most interdisciplinary domains in modern research. However, the HAT domain’s interdisciplinary nature can make the design of research, especially experiments, more complex, and new researchers may not fully grasp the numerous decisions required to perform high-impact HAT research. To aid researchers in designing high-impact experiments, this article itemizes four initial decision points needed to form a HAT experiment: deciding on a research question, deciding on a team composition, deciding on a research environment, and deciding on data collection. For each decision point, this article discusses these decisions in practice, providing related works to guide researchers toward different options available to them. These decision points are then synthesized through actionable recommendations to guide future researchers. The contribution of this article will increase the impact and knowledge of HAT experiments.
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The rise of virtual influencers has significantly transformed the dynamics of influencer-follower relationships. Integrating uncanny valley and parasocial relationship theories, in this study we construct and validate a model to delineate how the anthropomorphism of virtual influencers—characterized by humanness, attractiveness, and eeriness—affects the strength of parasocial relationships. Using survey data from 826 Instagram users, we reveal that this process is mediated by trustworthiness and wishful identification, with autonomy serving as a moderator that interacts with these anthropomorphism characteristics. We also examine variations in relationship development between existing followers and prospective followers, revealing that these two groups utilize distinct criteria to establish parasocial relationships with virtual influencers. Furthermore, we contribute to the ongoing debate on the uncanny valley phenomenon, showing that the relationship between virtual influencers’ anthropomorphism and perceived trustworthiness aligns more closely with a linear model than a curvilinear one. Theoretical and practical implications are discussed.
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Digital games allow us to adopt the avatar's perspective and experience the (virtual) world from another point of view. The positive effects of such role swaps are well-documented in contexts such as combating racial or ethnic biases. Our work expands this research direction by considering animal avatars: We hypothesize that playing as an animal can improve our attitude towards wildlife and nature. In particular, this manuscript contributes a first systematic study on the effects of animal avatars on players' implicit attitudes towards animals. Our study (N = 78) employs two commercial games featuring different animal avatars, Endling - Extinction is Forever and Bee Simulator, and compares the results of implicit association tests administered before and after gameplay. Our findings confirm significant positive effects of the games on players' implicit associations with foxes and bees. Together with several interesting insights regarding player-avatar relationships and avatar identification, our work paves the groundwork for games contributing positively to societal change.
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Pazarlama amaçlarını gerçekleştirmek isteyen markaların, günümüzde yapay zeka ve bilgisayar destekli görüntü oluşturma (Computer Generated Imagery – CGI) teknolojileri aracılığı tasarlanan yapay zeka etkileyicileri (YPE) ile iş birliği içerisine girdikleri görülmektedir. Farklı alanlarda hizmet veren, insana benzerlikleri yüksek olan diğer robotlar gibi sosyal medya platformlarında gerçek bir insanmış gibi davranan YPE’ler de kullanıcılar tarafından itici, korkunç veya tehlikeli olarak algılanabilmektedir. Bu doğrultuda çalışma kapsamında; kendisini Türkiye’nin ilk dijital insanı olarak tanımlayan Alara X kullanıcı isimli YPE’nin, Instagram profilindeki gönderileri ve takipçilerinin gönderilerine yaptıkları yorumlar Mori (1970) tarafından geliştirilen Tekinsiz Vadi teorisi kapsamında içerik analizi yöntemi ile incelenmiştir. Araştırma sonucunda Alara X’in takipçileri tarafından sevilen, arkadaşlık kurulmak istenen dijital bir karakter olarak görüldüğü sonucuna ulaşılmasının yanı sıra çeşitli markalar ile iş birlikleri yapan bir sosyal aktör olduğu saptanmıştır. Bu doğrultuda çalışmada antropomorfizm seviyeleri yüksek olan cansız nesnelerden biri olarak Alara X’in Tekinsiz Vadi teorisinin sınırlarını aşarak bireyler tarafından kabul gördüğü sonucuna ulaşılmıştır.
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Motivation and high effort in exergames are still open to optimization. In reality, coaches can stimulate athletes' engagement by infecting them with their emotions. However, whether these emotion-influencing effects also occur with virtual coaches remains unclear. In the present study, we measured the emotional state, motivation, and performance (punch speed) of 47 participants playing a VR exergame with an emotional (happy/angry) or neutral virtual coach. Results show that the happy and angry coach significantly affected the players' emotions. Furthermore, interacting with the emotional coaches leads to higher motivation, whereas the angry coach causes a reduction of feeling related. Also, we found a significant positive correlation between the increase in anger and punch speed. Our results show that adding an emotional component to virtual coaches into exergames is promising for increasing motivation and performance. This study highlights the positive effects of emotional virtual characters for improving VR exergames and, therefore, players' health.
Book
Ob Hund oder Amöbe, Algorithmus oder künstliches Haustier, ob virtuell oder materialisiert, ob wahrnehmbar oder im Hintergrund – der Mensch ist nicht allein. Er teilt die Welt mit Entitäten und Wesenheiten auf eine Weise, die in ihrer Vielfältigkeit kaum abzusehen ist. Nur eines ist dabei schon jetzt klar: Die Modalitäten des Zusammenlebens in multispecies societies fügen sich nicht mehr den gewohnten Vorstellungen von Subjekt und Objekt, von innen und außen, von Herr- und Knechtschaft, von Rationalität und Gefühl. Vielmehr bricht sich die Erkenntnis Bahn, dass der Mensch auf andere Arten angewiesen ist. Und er tut gut daran, neue Formen der Verwandtschaftsverhältnisse einzugehen, ohne bloß den Träumen von Enhancement zu verfallen. Allein durch Gesten der Reduktion, wie Stefan Rieger zeigt, wird eine umfassendere Teilhabe ermöglicht. Und nur in Form veränderter Kooperationen und Kollaborationen, in Anerkennung anderer Handlungsmächte und einer Ethik, die nicht ausschließlich den Menschen im Blick hat, ist eine angemessene Reaktion auf die neue Welt von Menschen und Nicht-Menschen zu finden.
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Following the robots, whether virtual characters (VC) will cause the uncanny valley (UV) effect has become a new topic of UV studies, and also a topic that cannot be avoided by VC design and human-VC interaction. Based on the Web of Science core collection (WoSCC), this paper reviews literature on the topics of both the VC and UV (2007-2022) by summarizing the trends and methods research. It groups studies into three categories: verifying the UV and its influencing factors; suggestions for avoiding the UV; possibilities for crossing the UV. We suggest that, under current technological conditions, finding a proper balance between abstraction and high realism to avoid the risk of the UV is a sound choice for VC design, while also providing suggestions for future research.
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For over 100 years, non-human primates (primates) have been a part of the now hundred-billion-dollar global film industry in a variety of capacities. Their use in the film industry is of concern due to the negative welfare effects on individuals, the potential for increased pet trade, and the conservation impacts of public perception. While the effects on human perception of using live primates in film have been studied, little research has been performed on their appearance in animation and none in computer-generated imagery (CGI). We aimed to investigate how the portrayal of primates varied between depiction medium types and how this related to the films’ performance with critics and in the box office. We observed 151 primates in 101 different English-speaking films that debuted between 2000 and 2019. For each appearance we recorded aspects of primate portrayals based on accuracy, anthropomorphism, environment, and agency displayed, along with the depiction medium. We used structural equation models to depict the highest likelihood of the portrayal aspects on the medium’s relationship to the films gross profit worldwide and film critic consensus scores. We found that over the 20-year time frame, use of live primates has decreased, CGI has increased, and animations have remained relatively steady. While animation had no significant relationship to gross profit or critic consensus, both were significantly lower for films that used live primates and were significantly higher for films that used CGI primates. Due to the steady increase in the use of the CGI medium and its positive relationship with gross profit and critic consensus, it could have great effects on people’s perceptions of primates and implications for conservation efforts.
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More than 40 years ago, Masahiro Mori, a robotics professor at the Tokyo Institute of Technology, wrote an essay [1] on how he envisioned people's reactions to robots that looked and acted almost like a human. In particular, he hypothesized that a person's response to a humanlike robot would abruptly shift from empathy to revulsion as it approached, but failed to attain, a lifelike appearance. This descent into eeriness is known as the uncanny valley. The essay appeared in an obscure Japanese journal called Energy in 1970, and in subsequent years, it received almost no attention. However, more recently, the concept of the uncanny valley has rapidly attracted interest in robotics and other scientific circles as well as in popular culture. Some researchers have explored its implications for human-robot interaction and computer-graphics animation, whereas others have investigated its biological and social roots. Now interest in the uncanny valley should only intensify, as technology evolves and researchers build robots that look human. Although copies of Mori's essay have circulated among researchers, a complete version hasn't been widely available. The following is the first publication of an English translation that has been authorized and reviewed by Mori. (See “Turning Point” in this issue for an interview with Mori.).
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The Uncanny Valley Hypothesis (Mori, 1970) predicts that perceptual difficulty distinguishing between a humanlike object (e.g., lifelike prosthetic hand, mannequin) and its human counterpart evokes negative affect. Research has focused on affect, with inconsistent results, but little is known about how objects along the hypothesis' dimension of human likeness (DHL) are actually perceived. This study used morph continua based on human and highly realistic computer-generated (avatar) faces to represent the DHL. Total number and dwell time of fixations to facial features were recorded while participants ( = 60) judged avatar versus human category membership of the faces in a forced choice categorization task. Fixation and dwell data confirmed the face feature hierarchy (eyes, nose, and mouth in this order of importance) across the DHL. There were no further findings for fixation. A change in the relative importance of these features was found for dwell time, with greater preferential processing of eyes and mouth of categorically ambiguous faces compared with unambiguous avatar faces. There were no significant differences between ambiguous and human faces. These findings applied for men and women, though women generally dwelled more on the eyes to the disadvantage of the nose. The mouth was unaffected by gender. In summary, the relative importance of facial features changed on the DHL's non-human side as a function of categorization ambiguity. This change was indicated by dwell time only, suggesting greater depth of perceptual processing of the eyes and mouth of ambiguous faces compared with these features in unambiguous avatar faces.
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The uncanny valley-the unnerving nature of humanlike robots-is an intriguing idea, but both its existence and its underlying cause are debated. We propose that humanlike robots are not only unnerving, but are so because their appearance prompts attributions of mind. In particular, we suggest that machines become unnerving when people ascribe to them experience (the capacity to feel and sense), rather than agency (the capacity to act and do). Experiment 1 examined whether a machine's humanlike appearance prompts both ascriptions of experience and feelings of unease. Experiment 2 tested whether a machine capable of experience remains unnerving, even without a humanlike appearance. Experiment 3 investigated whether the perceived lack of experience can also help explain the creepiness of unfeeling humans and philosophical zombies. These experiments demonstrate that feelings of uncanniness are tied to perceptions of experience, and also suggest that experience-but not agency-is seen as fundamental to humans, and fundamentally lacking in machines.
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Female college students showing a high degree of fear of dead and bloody rats were treated in groups by either (1) Systematic Desensitization (SD), (2) Graduated Prolonged Exposure (GPE), an experimental extinction-based technique involving prolonged exposures to a graded hierarchy of fear-provoking stimuli, or (3) Cognitive Restructuring (CR), a rational discussion technique emphasizing “perceptual relearning” or relabeling of the fear-provoking stimuli. On a behavioral avoidance measure, only GPE resulted in significant fear reduction over a nontreated control group. On a subjective measure of fear, however, only CR produced significant improvement, with GPE showing a strong trend in the favorable direction. SD failed to approach significant improvement on either measure. The results were interpreted as supporting a combined treatment involving both GPE and CR for the type of irrational fear which involves feelings of disgust and nausea.
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We examined the relationships between sensitivity to three kinds of disgust (core, animal-reminder, and contamination) and personality traits, behavioral avoidance, physiological responding, and anxiety disorder symptoms. Study 1 revealed that these disgusts are particularly associated with neuroticism and behavioral inhibition. Moreover, the three disgusts showed a theoretically consistent pattern of relations on four disgust-relevant behavioral avoidance tasks in Study 2. Similar results were found in Study 3 such that core disgust was significantly related to increased physiological responding during exposure to vomit, while animal-reminder disgust was specifically related to physiological responding during exposure to blood. Lastly, Study 4 revealed that each of the three disgusts showed a different pattern of relations with fear of contamination, fear of animals, and fear of blood–injury relevant stimuli. These findings provide support for the convergent and divergent validity of core, animal-reminder, and contamination disgust. These findings also highlight the possibility that the three kinds of disgust may manifest as a function of different psychological mechanisms (i.e., oral incorporation, mortality defense, disease avoidance) that may give rise to different clinical conditions. However, empirical examination of the mechanisms that underlie the three disgusts will require further refinement of the psychometric properties of the disgust scale.