Virtual Faces Evoke Only a Weak Uncanny Valley Effect: An Empirical Investigation With Controlled Virtual Face Images

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Virtual Faces Evoke Only a Weak Uncanny Valley Effect : An Empirical Investigation With Controlled Virtual Face Images. / Kätsyri, Jari; de Gelder, Beatrice; Takala, Tapio.

julkaisussa: Perception, Vuosikerta 48, Nro 10, 01.01.2019.

Tutkimustuotos: Lehtiartikkelivertaisarvioitu

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Bibtex - Lataa

@article{77d91c94cc6d460997849c1fa49783a0,
title = "Virtual Faces Evoke Only a Weak Uncanny Valley Effect: An Empirical Investigation With Controlled Virtual Face Images",
abstract = "The uncanny valley (UV) hypothesis suggests that increasingly human-like robots or virtual characters elicit more familiarity in their observers (positive affinity) with the exception of near-human characters that elicit strong feelings of eeriness (negative affinity). We studied this hypothesis in three experiments with carefully matched images of virtual faces varying from artificial to realistic. We investigated both painted and computer-generated (CG) faces to tap a broad range of human-likeness and to test whether CG faces would be particularly sensitive to the UV effect. Overall, we observed a linear relationship with a slight upward curvature between human-likeness and affinity. In other words, less realistic faces triggered greater eeriness in an accelerating manner. We also observed a weak UV effect for CG faces; however, least human-like faces elicited much more negative affinity in comparison. We conclude that although CG faces elicit a weak UV effect, this effect is not fully analogous to the original UV hypothesis. Instead, the subjective evaluation curve for face images resembles an uncanny slope more than a UV. Based on our results, we also argue that subjective affinity should be contrasted against subjective rather than objective measures of human-likeness when testing UV.",
keywords = "animacy perception, face perception, social cognition, uncanny valley hypothesis",
author = "Jari K{\"a}tsyri and {de Gelder}, Beatrice and Tapio Takala",
year = "2019",
month = "1",
day = "1",
doi = "10.1177/0301006619869134",
language = "English",
volume = "48",
journal = "Perception",
issn = "0301-0066",
publisher = "SAGE Publications Ltd",
number = "10",

}

RIS - Lataa

TY - JOUR

T1 - Virtual Faces Evoke Only a Weak Uncanny Valley Effect

T2 - An Empirical Investigation With Controlled Virtual Face Images

AU - Kätsyri, Jari

AU - de Gelder, Beatrice

AU - Takala, Tapio

PY - 2019/1/1

Y1 - 2019/1/1

N2 - The uncanny valley (UV) hypothesis suggests that increasingly human-like robots or virtual characters elicit more familiarity in their observers (positive affinity) with the exception of near-human characters that elicit strong feelings of eeriness (negative affinity). We studied this hypothesis in three experiments with carefully matched images of virtual faces varying from artificial to realistic. We investigated both painted and computer-generated (CG) faces to tap a broad range of human-likeness and to test whether CG faces would be particularly sensitive to the UV effect. Overall, we observed a linear relationship with a slight upward curvature between human-likeness and affinity. In other words, less realistic faces triggered greater eeriness in an accelerating manner. We also observed a weak UV effect for CG faces; however, least human-like faces elicited much more negative affinity in comparison. We conclude that although CG faces elicit a weak UV effect, this effect is not fully analogous to the original UV hypothesis. Instead, the subjective evaluation curve for face images resembles an uncanny slope more than a UV. Based on our results, we also argue that subjective affinity should be contrasted against subjective rather than objective measures of human-likeness when testing UV.

AB - The uncanny valley (UV) hypothesis suggests that increasingly human-like robots or virtual characters elicit more familiarity in their observers (positive affinity) with the exception of near-human characters that elicit strong feelings of eeriness (negative affinity). We studied this hypothesis in three experiments with carefully matched images of virtual faces varying from artificial to realistic. We investigated both painted and computer-generated (CG) faces to tap a broad range of human-likeness and to test whether CG faces would be particularly sensitive to the UV effect. Overall, we observed a linear relationship with a slight upward curvature between human-likeness and affinity. In other words, less realistic faces triggered greater eeriness in an accelerating manner. We also observed a weak UV effect for CG faces; however, least human-like faces elicited much more negative affinity in comparison. We conclude that although CG faces elicit a weak UV effect, this effect is not fully analogous to the original UV hypothesis. Instead, the subjective evaluation curve for face images resembles an uncanny slope more than a UV. Based on our results, we also argue that subjective affinity should be contrasted against subjective rather than objective measures of human-likeness when testing UV.

KW - animacy perception

KW - face perception

KW - social cognition

KW - uncanny valley hypothesis

UR - http://www.scopus.com/inward/record.url?scp=85072041592&partnerID=8YFLogxK

U2 - 10.1177/0301006619869134

DO - 10.1177/0301006619869134

M3 - Article

C2 - 31474183

AN - SCOPUS:85072041592

VL - 48

JO - Perception

JF - Perception

SN - 0301-0066

IS - 10

ER -

ID: 37052644