Bridging the uncanny: an impossible traverse?

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.

[1]  The Digital Eye : Image Metrics Attempts to Leap the Uncanny Valley , 2011 .

[2]  Frank E. Pollick,et al.  In Search of the Uncanny Valley , 2009, UCMedia.

[3]  Angela Tinwell Uncanny as Usability Obstacle , 2009, HCI.

[4]  Karl F. MacDorman,et al.  Too real for comfort? Uncanny responses to computer generated faces , 2009, Comput. Hum. Behav..

[5]  Angela Tinwell,et al.  Survival horror games - an uncanny modality , 2009 .

[6]  Karl F. MacDorman,et al.  Sensitivity to the proportions of faces that vary in human likeness , 2008, Comput. Hum. Behav..

[7]  Karl F. MacDorman,et al.  Human emotion and the uncanny valley: A GLM, MDS, and Isomap analysis of robot video ratings , 2008, 2008 3rd ACM/IEEE International Conference on Human-Robot Interaction (HRI).

[8]  Jun'ichiro Seyama,et al.  The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces , 2007, PRESENCE: Teleoperators and Virtual Environments.

[9]  Takayuki Kanda,et al.  Is The Uncanny Valley An Uncanny Cliff? , 2007, RO-MAN 2007 - The 16th IEEE International Symposium on Robot and Human Interactive Communication.

[10]  Sega Mario & Sonic at the Olympic games : jeu vidéo , 2007 .

[11]  Yifan Wang,et al.  Exploring the Uncanny Valley with Japanese Video Game Characters , 2007, DiGRA Conference.

[12]  H. Ishiguro,et al.  The uncanny advantage of using androids in cognitive and social science research , 2006 .

[13]  Hiroshi Ishiguro,et al.  Toward social mechanisms of android science: A CogSci 2005 Workshop: 25 and 26 July 2005, Stresa, Italy , 2006 .

[14]  K. MacDorman,et al.  Subjective Ratings of Robot Video Clips for Human Likeness, Familiarity, and Eeriness: An Exploration of the Uncanny Valley , 2006 .

[15]  Hiroshi Ishiguro,et al.  Toward social mechanisms of android science , 2006 .

[16]  David Hanson Exploring the Aesthetic Range for Humanoid Robots , 2006 .

[17]  Takashi Minato,et al.  Generating natural motion in an android by mapping human motion , 2005, 2005 IEEE/RSJ International Conference on Intelligent Robots and Systems.

[18]  Susan Persky,et al.  The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments , 2005, Presence: Teleoperators & Virtual Environments.

[19]  Mel Slater,et al.  Building Characters: Lessons Drawn from Virtual Environments , 2005 .

[20]  Karl F. MacDorman,et al.  Androids as an Experimental Apparatus: Why Is There an Uncanny Valley and Can We Exploit It? , 2005 .

[21]  H. Brenton,et al.  The Uncanny Valley : does it exist ? , 2005 .

[22]  Takashi Minato,et al.  Development of an Android Robot for Studying Human-Robot Interaction , 2004, IEA/AIE.

[23]  J. Bachorowski,et al.  Reconsidering the Evolution of Nonlinguistic Communication: The Case of Laughter , 2003 .

[24]  Brenda Laurel,et al.  Computers as theatre , 1991 .

[25]  J Edworthy,et al.  Improving Auditory Warning Design: Relationship between Warning Sound Parameters and Perceived Urgency , 1991, Human factors.

[26]  A. Fallon,et al.  A perspective on disgust. , 1987, Psychological review.

[27]  R. Blake,et al.  Psychoacoustics of a chilling sound , 1986, Perception & psychophysics.

[28]  S. Freud The Standard Edition of the Complete Psychological Works of Sigmund Freud , 1953 .