Abstract
Original language | English |
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Journal | International Journal of Mechanisms and Robotic Systems |
Volume | 2 |
Issue number | 2 |
Pages (from-to) | 97-110 |
Number of pages | 24 |
ISSN | 2047-7244 |
DOIs | |
Publication status | Published - 2015 |
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Keywords
- onset asynchrony; audio visual speech; Uncanny Valley; virtual characters; realism; human-like; lip-sync; video games
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The Effect of Onset Asynchrony in Audio Visual Speech and the Uncanny Valley in Virtual Characters. / Tinwell, Angela; Grimshaw, Mark; Abdel Nabi, Deborah.
In: International Journal of Mechanisms and Robotic Systems, Vol. 2, No. 2, 2015, p. 97-110.Research output: Contribution to journal › Journal article › Research › peer-review
TY - JOUR
T1 - The Effect of Onset Asynchrony in Audio Visual Speech and the Uncanny Valley in Virtual Characters
AU - Tinwell, Angela
AU - Grimshaw, Mark
AU - Abdel Nabi, Deborah
PY - 2015
Y1 - 2015
N2 - This study investigates if the Uncanny Valley phenomenon is increased for realistic, human-like characters with an asynchrony of lip movement during speech. An experiment was conducted in which 113 participants rated, a human and a realistic, talking-head, human-like, virtual character over a range of onset asynchronies for both perceived familiarity and human-likeness. The results show that virtual characters were regarded as more uncanny (less familiar and human-like) than humans and that increasing levels of asynchrony increased perception of uncanniness. Interestingly, participants were more sensitive to the uncanny in characters when the audio stream preceded the visual stream than with asynchronous footage where the video stream preceded the audio stream. This paper considers possible psychological explanations as to why the magnitude and direction of an asynchrony of speech dictates magnitude of perceived uncanniness and the implications of this in character design.
AB - This study investigates if the Uncanny Valley phenomenon is increased for realistic, human-like characters with an asynchrony of lip movement during speech. An experiment was conducted in which 113 participants rated, a human and a realistic, talking-head, human-like, virtual character over a range of onset asynchronies for both perceived familiarity and human-likeness. The results show that virtual characters were regarded as more uncanny (less familiar and human-like) than humans and that increasing levels of asynchrony increased perception of uncanniness. Interestingly, participants were more sensitive to the uncanny in characters when the audio stream preceded the visual stream than with asynchronous footage where the video stream preceded the audio stream. This paper considers possible psychological explanations as to why the magnitude and direction of an asynchrony of speech dictates magnitude of perceived uncanniness and the implications of this in character design.
KW - onset asynchrony; audio visual speech; Uncanny Valley; virtual characters; realism; human-like; lip-sync; video games
U2 - 10.1504/IJMRS.2015.068991
DO - 10.1504/IJMRS.2015.068991
M3 - Journal article
VL - 2
SP - 97
EP - 110
JO - International Journal of Mechanisms and Robotic Systems
JF - International Journal of Mechanisms and Robotic Systems
SN - 2047-7244
IS - 2
ER -