Abstract
This paper proposes that increasing technological sophistication in the creation of realism for human-like virtual characters is matched by increasing technological discernment on the part of the viewer. One of the goals for achieving a realism that is believable for virtual characters is to overcome the Uncanny Valley where perceived eeriness or familiarity are rated against perceived human-likeness. Empirical evidence shows the uncanny can be applied to virtual characters, yet implies a more complex picture than the shape of a deep valley with a sharp gradient as depicted in Mori?s original plot of the Uncanny Valley. Our results imply that: (1) perceived familiarity is dependent upon a wider range of variables other than appearance and behaviour; and (2) for realistic, human-like characters, the Uncanny Valley is better replaced with the notion of an Uncanny Wall because the Uncanny Valley, as a concept, is not fully supported by the empirical evidence but, more importantly as a standard for creating human-like realism, is an impossible traverse.
Original language | English |
---|---|
Title of host publication | MindTrek : 13th International Academic Conference |
Publication date | 1 Sep 2009 |
Publication status | Published - 1 Sep 2009 |
Event | MindTrek: 13th International Academic Conference - Tampere, Finland Duration: 30 Sep 2009 → 2 Oct 2009 Conference number: 13th |
Conference
Conference | MindTrek |
---|---|
Number | 13th |
Country/Territory | Finland |
City | Tampere |
Period | 30/09/2009 → 02/10/2009 |
Bibliographical note
Paper to be presented at the 13th International Academic Conference MindTrek, 30 September - 2 October 2009. The conference website is available at http://www.mindtrek.org/2009/Keywords
- Uncanny Valley,video games,photo-realistic,characters,Emotion,Computer games