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Please use this identifier to cite or link to this item: http://hdl.handle.net/10373/1243

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Title: Uncanny worlds: viewer perception of facial expression and the uncanny valley in virtual characters
Authors: Tinwell, Angela
Abdel Nabi, D.
Sloan, Robin J. S.
Affiliation: University of Abertay Dundee. Institute of Arts Media & Computer Games
Keywords: Uncanny valley
Animation
Facial animation
Facial expression
Issue Date: 18-May-2012
Publisher: University of Edinburgh Innovation Initiative Grant
Type: Conference Presentation
Refereed: peer-reviewed
Rights: Published version (c)University of Edinburgh Innovation Initiative Grant
Citation: Tinwell, A., Abdel Nabi, D. and Sloan, R.J.S. 2012. Uncanny worlds: viewer perception of facial expression and the uncanny valley in virtual characters. The Virtual Worlds Research Network Inaugural Conference, 16-18 May 2012, Pollock Halls, University of Edinburgh
Abstract: Realistic, human-like characters are increasingly being used in virtual worlds for entertainment in animation and video games, and in healthcare and education for therapeutic and elearning applications. However, despite technological advances directed towards increasing the realism and human-likeness of such characters, increased realism does not imply increased acceptance. In 1970, Mori proposed the Uncanny Valley theory to explain why, as robots become increasingly human-like, humans became increasingly averse to them. This was due to a perceived mismatch in a robot’s human-like appearance with their behaviour. Recent empirical work has sought to use Mori's theory to explain the lack of empathy between humans and characters with a human-like appearance in virtual worlds. Since 2009, a research project at Bolton University has explored how aspects of a character’s facial expression and speech may exaggerate viewer perception of the Uncanny Valley in characters. The findings of this research project will be presented thus far that lead to a new theory that aberrant facial expression of emotion in a character may trigger possible psychological causes that underpin the existence of the Uncanny Valley. This paper will also present how male and female 3D realistic, human-like heads developed at The University of Abertay will be used as stimuli in future experiments. This future work will help to define an explanation as to the cause of the Uncanny Valley, based on a perception of a lack of empathy in a character and psychological and neuroscientific literature on the purpose of facial expression in human social interaction.
URI: http://hdl.handle.net/10373/1243
Appears in Collections:Arts, Media and Computer Games Collection

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