Effect of emotion and articulation of speech on the Uncanny Valley in virtual characters

Angela Tinwell, Mark Nicholas Grimshaw, Debbie Abdel Nabi

Research output: Contribution to journalConference article in JournalResearchpeer-review

2 Citations (Scopus)

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.
Original languageEnglish
Book seriesLecture Notes in Computer Science
Volume6975
Pages (from-to)557–566
Number of pages10
ISSN0302-9743
DOIs
Publication statusPublished - 2011
Event4th International Conference on Affective Computing and Intelligent Interaction - Memphis, United States
Duration: 9 Oct 201112 Oct 2011

Conference

Conference4th International Conference on Affective Computing and Intelligent Interaction
CountryUnited States
CityMemphis
Period09/10/201112/10/2011

Cite this

@inproceedings{8cb1fc1a04cb4df38f3b12d82fc52c51,
title = "Effect of emotion and articulation of speech on the Uncanny Valley in virtual characters",
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.",
keywords = "emotions, video games, Uncanny Valley, Characters, Expression",
author = "Angela Tinwell and Grimshaw, {Mark Nicholas} and {Abdel Nabi}, Debbie",
note = "Proceedings Part II",
year = "2011",
doi = "10.1007/978-3-642-24571-8_69",
language = "English",
volume = "6975",
pages = "557–566",
journal = "Lecture Notes in Computer Science",
issn = "0302-9743",
publisher = "Physica-Verlag",

}

Effect of emotion and articulation of speech on the Uncanny Valley in virtual characters. / Tinwell, Angela; Grimshaw, Mark Nicholas; Abdel Nabi, Debbie.

In: Lecture Notes in Computer Science, Vol. 6975, 2011, p. 557–566.

Research output: Contribution to journalConference article in JournalResearchpeer-review

TY - GEN

T1 - Effect of emotion and articulation of speech on the Uncanny Valley in virtual characters

AU - Tinwell, Angela

AU - Grimshaw, Mark Nicholas

AU - Abdel Nabi, Debbie

N1 - Proceedings Part II

PY - 2011

Y1 - 2011

N2 - 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.

AB - 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.

KW - emotions

KW - video games

KW - Uncanny Valley

KW - Characters

KW - Expression

U2 - 10.1007/978-3-642-24571-8_69

DO - 10.1007/978-3-642-24571-8_69

M3 - Conference article in Journal

VL - 6975

SP - 557

EP - 566

JO - Lecture Notes in Computer Science

JF - Lecture Notes in Computer Science

SN - 0302-9743

ER -