Results 11 to 20 of about 9,976 (155)

A review of empirical evidence on different uncanny valley hypotheses: support for perceptual mismatch as one road to the valley of eeriness

open access: yesFrontiers in Psychology, 2015
The uncanny valley hypothesis, proposed already in the 1970s, suggests that almost but not fully humanlike artificial characters will trigger a profound sense of unease.
Jari eKätsyri   +3 more
doaj   +3 more sources

Testing the ‘uncanny valley’ hypothesis in semirealistic computer-animated film characters: An empirical evaluation of natural film stimuli

open access: yesInternational Journal of Human-Computer Studies, 2017
AbstractThe uncanny valley (UV) hypothesis, which predicts that almost but not fully humanlike artificial characters elicit negative evaluations, has become increasingly influential. At the same time, the hypothesis has become associated with many computer-animated films that have aimed at high realism.
Mäkäräinen, Meeri   +3 more
openaire   +4 more sources

Faster than a speeding bullet, more powerful than a locomotive, able to rule by sense of smell! Superhuman Kingship in the Prophetic Books [PDF]

open access: yes, 2016
An exploration of the Hebrew Bible's prophetic literature vis-à-vis Science Fiction and Science Fiction ...
Frauke Uhlenbruch, Ian Wilson
core   +4 more sources

In good company? : Perception of movement synchrony of a non-anthropomorphic robot [PDF]

open access: yes, 2015
Copyright: © 2015 Lehmann et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source
Dautenhahn, K.   +4 more
core   +9 more sources

Eerie Prostheses and Kinky Strap-Ons: Mori’s uncanny valley and ableist ideology

open access: yesBody, Space & Technology Journal, 2014
In his paper ‘The Uncanny Valley’ (1970), Masahiro Mori advises designers to avoid high degrees of human likeness in prosthetic body parts in order not to evoke uncanniness.
Daniël Ploeger
doaj   +4 more sources

Creepy, but Persuasive: In a Virtual Consultation, Physician Bedside Manner, Rather than the Uncanny Valley, Predicts Adherence

open access: yesFrontiers in Virtual Reality, 2021
Care for chronic disease requires patient adherence to treatment advice. Nonadherence worsens health outcomes and increases healthcare costs. When healthcare professionals are in short supply, a virtual physician could serve as a persuasive technology to
Zhengyan Dai, Karl F. MacDorman
doaj   +1 more source

Familiar faces rendered strange: Why inconsistent realism drives characters into the uncanny valley [PDF]

open access: yes, 2016
Computer-modeled characters resembling real people sometimes elicit cold, eerie feelings. This effect, called the uncanny valley, has been attributed to uncertainty about whether the character is human or living or real.
Chattopadhyay, Debaleena   +1 more
core   +2 more sources

EEG theta and Mu oscillations during perception of human and robot actions. [PDF]

open access: yes, 2013
The perception of others' actions supports important skills such as communication, intention understanding, and empathy. Are mechanisms of action processing in the human brain specifically tuned to process biological agents?
Ishiguro, Hiroshi   +4 more
core   +2 more sources

Stimulus-category competition, inhibition and affective devaluation: A novel account of the Uncanny Valley

open access: yesFrontiers in Psychology, 2015
Stimuli that resemble humans, but are not perfectly human-like, are disliked compared to distinctly human and nonhuman stimuli. Accounts of this Uncanny Valley effect often focus on how changes in human resemblance can evoke different emotional responses.
Anne E. Ferrey   +2 more
doaj   +1 more source

Virtual environments and autism: a developmental psychopathological approach [PDF]

open access: yes, 2013
Individuals with autism spectrum disorders supposedly have an affinity with ICT, making it an ideally suited media for this population. Virtual environments (VEs) – both two dimensional and immersive – represent a particular kind of ICT that might be of ...
Rajendran, G
core   +1 more source

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