Investigating the Uncanny Valley Phenomenon Through the Temporal Dynamics of Neural Responses to Virtual Characters

Fuente: arXiv
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Main Authors: Gorlini, Chiara, Dixen, Laurits, Burelli, Paolo
Format: Preprint
Published: 2023
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author Gorlini, Chiara
Dixen, Laurits
Burelli, Paolo
author_facet Gorlini, Chiara
Dixen, Laurits
Burelli, Paolo
contents The Uncanny Valley phenomenon refers to the feeling of unease that arises when interacting with characters that appear almost, but not quite, human-like. First theorised by Masahiro Mori in 1970, it has since been widely observed in different contexts from humanoid robots to video games, in which it can result in players feeling uncomfortable or disconnected from the game, leading to a lack of immersion and potentially reducing the overall enjoyment. The phenomenon has been observed and described mostly through behavioural studies based on self-reported scales of uncanny feeling: however, there is still no consensus on its cognitive and perceptual origins, which limits our understanding of its impact on player experience. In this paper, we present a study aimed at identifying the mechanisms that trigger the uncanny response by collecting and analysing both self-reported feedback and EEG data.
format Preprint
id arxiv_https___arxiv_org_abs_2306_16233
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle Investigating the Uncanny Valley Phenomenon Through the Temporal Dynamics of Neural Responses to Virtual Characters
Gorlini, Chiara
Dixen, Laurits
Burelli, Paolo
Human-Computer Interaction
The Uncanny Valley phenomenon refers to the feeling of unease that arises when interacting with characters that appear almost, but not quite, human-like. First theorised by Masahiro Mori in 1970, it has since been widely observed in different contexts from humanoid robots to video games, in which it can result in players feeling uncomfortable or disconnected from the game, leading to a lack of immersion and potentially reducing the overall enjoyment. The phenomenon has been observed and described mostly through behavioural studies based on self-reported scales of uncanny feeling: however, there is still no consensus on its cognitive and perceptual origins, which limits our understanding of its impact on player experience. In this paper, we present a study aimed at identifying the mechanisms that trigger the uncanny response by collecting and analysing both self-reported feedback and EEG data.
title Investigating the Uncanny Valley Phenomenon Through the Temporal Dynamics of Neural Responses to Virtual Characters
topic Human-Computer Interaction
url https://arxiv.org/abs/2306.16233