2018
DOI: 10.1145/3236673
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Avoiding the uncanny valley in virtual character design

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Cited by 71 publications
(41 citation statements)
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“…In general, the creation of avatars, agents, and social interactions for VR settings is an issue which is challenging not only for psychological but also for computer science research. As an example, the degree of naturalism required for virtual agents is being intensively discussed, which seems to not be linearly related to the users' acceptance of the agent (“uncanny valley effect”) (see for e.g., Stein and Ohler, 2017; Schwind et al, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…In general, the creation of avatars, agents, and social interactions for VR settings is an issue which is challenging not only for psychological but also for computer science research. As an example, the degree of naturalism required for virtual agents is being intensively discussed, which seems to not be linearly related to the users' acceptance of the agent (“uncanny valley effect”) (see for e.g., Stein and Ohler, 2017; Schwind et al, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…A similar remark was made by Schwind, Wolf, & Henze (2018). They offered several suggestions as to how users can avoid negative emotions, including stylisation.…”
Section: Backdooring the Uncanninessmentioning
confidence: 76%
“…However, to the best of our knowledge, studying the eerie features of characters may at least lead to a decrease in the uncanny valley effect. Certainly, this will be much harder in virtual reality due to the greater complexity of environments (Schwind et al, 2018). Whereas the multidimensionality of the uncanny valley effect seems to impede the progress and we still do not know what causes the effect, it is important to stress that not all unpleasant receptions of game characters are related to the uncanny valley.…”
Section: Discussionmentioning
confidence: 99%
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“…However, some commercial solutions have been introduced that aim to achieve copresence through a cartoon-like avatar, such as Facebook Horizon [19] and AltspaceVR [20]. By avoiding any attempt to achieve high ecological validity and photorealistic human likeness, solutions of this kind reduce the risk of a potential uncanny valley [21,22] created by flaws of the mediating technology or representation [23,24]. Other ways of avoiding an uncanny valley have been explored through research towards the creation of near perfect photorealistic human representations [25].…”
Section: Background and Contextmentioning
confidence: 99%