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Avoiding the uncanny valley in virtual character design

Published:22 August 2018Publication History
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References

  1. Mori, M., MacDorman, K.F., and Kageki, N. The uncanny valley. IEEE Robotics and Automation Magazine 19, 2 (2012), 98--100Google ScholarGoogle ScholarCross RefCross Ref
  2. Moore, R.K. A Bayesian explanation of the "uncanny valley" effect and related psychological phenomena. Scientfic Reports 2 (2012), 864Google ScholarGoogle Scholar
  3. Chattopadhyay, D. and MacDorman, K.F. Familiar faces rendered strange: Why inconsistent realism drives characters into the uncanny valley. Journal of Vision 16, 11 (2016), 7Google ScholarGoogle ScholarCross RefCross Ref
  4. Schwind, V., Leicht, K., Jäger, S., Wolf, K., and Henze, N. Is there an uncanny valley of virtual animals? A Quantitative and qualitative investigation. International Journal of Human-Computer Studies 111C (2017), 49--61Google ScholarGoogle Scholar
  5. Schwind, V., Knierim, P., Tasci, C., Franczak, P., Haas, N., and Henze, N. "These are not my hands!": Effect of gender on the perception of avatar hands in virtual reality. Proc. of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, New York, 2017 Google ScholarGoogle ScholarDigital LibraryDigital Library
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  7. MacDorman, K.F. Androids as an experimental apparatus: Why is there an uncanny valley and can we exploit it. Proc. of CogSci-2005 Workshop: Toward Social Mechanisms of Android Science. 2005, 106--118; https://www.lri.fr/~sebag/Slides/uncanny.pdfGoogle ScholarGoogle Scholar

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            cover image Interactions
            Interactions  Volume 25, Issue 5
            September-October 2018
            79 pages
            ISSN:1072-5520
            EISSN:1558-3449
            DOI:10.1145/3271652
            Issue’s Table of Contents

            Copyright © 2018 ACM

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            Publication History

            • Published: 22 August 2018

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