Results 11 to 20 of about 1,347 (203)

Measuring the Uncanny Valley Effect [PDF]

open access: yesInternational Journal of Social Robotics, 2016
Using a hypothetical graph, Masahiro Mori proposed in 1970 the relation between the human likeness of robots and other anthropomorphic characters and an observer’s affective or emotional appraisal of them. The relation is positive apart from a U-shaped region known as the uncanny valley.
Chin-Chang Ho, Karl F. MacDorman
openaire   +2 more sources

Monkey visual attention does not fall into the uncanny valley [PDF]

open access: yesScientific Reports, 2022
Very humanlike artificial agents can induce feelings of uneasiness in human perceivers. Stimuli that generate this response are said to occupy “the uncanny valley”. Given inconsistent findings in the literature, whether or not nonhuman animals experience
Sarah B. Carp   +5 more
doaj   +2 more sources

Examining the influence of the domestic social robot anthropomorphism on users' perceived affinity via intelligent design process: robot social presence as a mediator [PDF]

open access: yesFrontiers in Psychology
Integrating social robots into daily life has elevated the demands for robot anthropomorphism to enhance Human-Robot Interaction (HRI). Through the intelligent design process, this study adapted the robot's social presence model to examine the mediating ...
Tao Chen   +7 more
doaj   +2 more sources

Understanding Consumer Purchase Intention in Virtual Live Streaming: The Moderating Role of Anthropomorphism [PDF]

open access: yesBehavioral Sciences
Virtual live streaming enables consumers to engage with virtual anchors, facilitating product information acquisition and online transactions.
Man Ji
doaj   +2 more sources

Psychophysics of user acceptance of social cyber-physical systems [PDF]

open access: yesFrontiers in Robotics and AI
A mini-review of the literature, supporting the view on the psychophysical origins of some user acceptance effects of cyber-physical systems (CPSs), is presented and discussed in this paper.
Maya Dimitrova   +5 more
doaj   +2 more sources

Will you accept a virtual human as a friend? Exploring the role of virtual humans in mood management and mental health support [PDF]

open access: yesFrontiers in Public Health
IntroductionThe advancement of virtual human technology has opened new possibilities for its application in various fields, including healthcare. Recent research has begun exploring the use of virtual humans as tools for mood management in daily life ...
Doyeon Lee   +2 more
doaj   +2 more sources

Uncanny Valley Effect is Amplified with Multimodal Stimuli and Varies Across Ages

open access: yes, 2021
“Uncanny Valley Hypothesis” suggests that humanoid objects that materialize human beings virtually but not entirely realistically may elicit uncanny feelings of eeriness and revulsion in observers. While the uncanny valley (UV) has been largely investigated with a focus on the visual aspects of the robot-like designs with young adults, the auditory ...
Emre Yorgancıgil   +2 more
core   +3 more sources

The inversion effect on the cubic humanness-uncanniness relation in humanlike agents

open access: yesFrontiers in Psychology, 2023
The uncanny valley describes the typically nonlinear relation between the esthetic appeal of artificial entities and their human likeness. The effect has been attributed to specialized (configural) processing that increases sensitivity to deviations from
Alexander Diel   +4 more
doaj   +1 more source

«Uncanny valley» effect in holographic image transmission

open access: yesJournal of the Belarusian State University. Physics, 2022
The quality of computer-synthesised images is continuously improving, increasing in the volume of files representing them. It is noticed that passing from simple schematic images to increasingly complex ones, their perception goes through different stages.
Sergey A. Shoydin, Artem L. Pazoev
openaire   +2 more sources

The uncanny valley of a virtual animal [PDF]

open access: yes, 2022
Virtual robots, including virtual animals, are expected to play a major role within affective and aesthetic interfaces, serious games, video instruction, and the personalization of educational instruction.
Alexandra Sierra Rativa   +8 more
core   +1 more source

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