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Bridging the Uncanny: An impossible traverse?
Conference paper   Open access   Peer reviewed

Bridging the Uncanny: An impossible traverse?

Angela Tinwell and Mark Grimshaw
MindTrek: 13th International Academic Conference (Finland, 30/09/2009–02/10/2009)
2009

Abstract

Uncanny Valley video games photo-realistic characters Emotion computer games
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.
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