scholarly journals Uncanny Valley in Video Games: An Overview

Homo Ludens ◽  
2019 ◽  
pp. 135-148
Author(s):  
Dawid Ratajczyk

The uncanny valley is an idea proposed by Masahiro Mori (1970) regarding negative emotions present in contacts with almost humanlike characters. In the beginning, it was considered only in the context of humanoid robots, but this context was broadened by the development of highly realistic animations and video games. Particularly evident are players’ interests in the uncanny valley. Recently there have been a growing number of reports from empirical studies regarding participants’ perception of highly realistic characters. In the paper, a review of publications concerning the uncanny valley hypothesis in video games is presented, as are deliberations about the impact of the uncanny valley on the game industry. According to the results, there is a need to recognise which attributes of virtual characters cause the uncanny valley effect.

2020 ◽  
Author(s):  
Christopher Welker ◽  
David France ◽  
Alice Henty ◽  
Thalia Wheatley

Advances in artificial intelligence (AI) enable the creation of videos in which a person appears to say or do things they did not. The impact of these so-called “deepfakes” hinges on their perceived realness. Here we tested different versions of deepfake faces for Welcome to Chechnya, a documentary that used face swaps to protect the privacy of Chechen torture survivors who were persecuted because of their sexual orientation. AI face swaps that replace an entire face with another were perceived as more human-like and less unsettling compared to partial face swaps that left the survivors’ original eyes unaltered. The full-face swap was deemed the least unsettling even in comparison to the original (unaltered) face. When rendered in full, AI face swaps can appear human and avoid aversive responses in the viewer associated with the uncanny valley.


2019 ◽  
Vol 44 (1) ◽  
pp. 101-119 ◽  
Author(s):  
Paweł Łupkowski ◽  
Marta Gierszewska

AbstractThe main aim of the presented study was to check whether the well-established measures concerning the attitude towards humanoid robots are good predictors for the uncanny valley effect. We present a study in which 12 computer rendered humanoid models were presented to our subjects. Their declared comfort level was cross-referenced with the Belief in Human Nature Uniqueness (BHNU) and the Negative Attitudes toward Robots that Display Human Traits (NARHT) scales. Subsequently, there was no evidence of a statistical significance between these scales and the existence of the uncanny valley phenomenon. However, correlations between expected stress level while human-robot interaction and both BHNU, as well as NARHT scales, were found. The study covered also the evaluation of the perceived robots’ characteristic and the emotional response to them.


Author(s):  
Piotr Bołtuć

Church-Turing Lovers are sex robots that attain every functionality of a human lover, at the desired level of granularity. Yet they have no first-person consciousness—there is “nobody home.” When such a lover says, “I love you,” there are all the intentions to please you, even computer emotions. Would you care whether your significant other is a Church-Turing Lover? Does one care about one’s lover only insofar as his/her functionalities are involved, or does one care how the lover feels. Church-Turing Lovers demonstrate how even epiphenomenal experience provides reasons to care about other people’s first-person consciousness. In a related argument, I propose the notion of the Uncanny Valley of Perfection. I systematize the standards for humanoid robots as follows: minimally humanoid (teddy bears); bottom of the Uncanny Valley (repulsive sex dolls); Silver Standard (almost human-looking), Gold Standard (hard to distinguish from humans at the right level of granularity); Platinum Standard (slightly improved on humans); the Uncanny Valley of Perfection (too much better than humans); the Slope of the Angels (no longer humanoid, viewed with awe).


2013 ◽  
Vol 29 (4) ◽  
pp. 1617-1625 ◽  
Author(s):  
Angela Tinwell ◽  
Deborah Abdel Nabi ◽  
John P. Charlton

2021 ◽  
Author(s):  
Fumiya Yonemitsu ◽  
Kyoshiro Sasaki ◽  
Akihiko Gobara ◽  
Yuki Yamada

Technological advances in robotics have already produced robots that are indistinguishable from human beings. This technology is overcoming the uncanny valley, which refers to the unpleasant feelings that arise from humanoid robots that are similar in appearance to real humans to some extent. If humanoid robots with the same appearance are mass-produced and become commonplace, we may encounter circumstances in which people or human-like products have faces with the exact same appearance in the future. This leads to the following question: what impressions do clones elicit? To respond to this question, we examined what impressions images of people with the same face (clone images) induce. In the six studies we conducted, we consistently reported that clone images elicited higher eeriness than individuals with different faces; we named this new phenomenon the clone devaluation effect. We found that the clone devaluation effect reflected the perceived improbability of facial duplication. Moreover, this phenomenon was related to distinguishableness of each face, the duplication of identity, the background scene in observing clone faces, and avoidance reactions based on disgust sensitivity. These findings suggest that the clone devaluation effect is a product of multiple processes related to memory, emotion, and face recognition systems.


2011 ◽  
Vol 27 (2) ◽  
pp. 741-749 ◽  
Author(s):  
Angela Tinwell ◽  
Mark Grimshaw ◽  
Debbie Abdel Nabi ◽  
Andrew Williams

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