Title
Bridging the Uncanny: An impossible traverse?
Publication Date
9-2009
Document Type
Conference Paper
Publisher
MindTrek
Language
English
Keywords
Uncanny Valley, video games, photo-realistic, characters
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.
Disciplines
Computer Sciences
Digital Commons Citation
Tinwell, Angela and Grimshaw, Mark, "Bridging the Uncanny: An impossible traverse?" (2009). Games Computing and Creative Technologies: Conference Papers (Peer-Reviewed). Paper 10.
http://digitalcommons.bolton.ac.uk/gcct_conferencepr/10
Comments
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/