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100 _aKätsyri, Jari
_949699
245 _aVirtual Faces Evoke Only a Weak Uncanny Valley Effect:
_bAn Empirical Investigation With Controlled Virtual Face Images/
260 _bsage
_c2019
300 _aVol 48, Issue 10, 2019: (968-991 p.).
520 _aThe 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.
650 _aface perception,
_949121
650 _aanimacy perception,
_949700
650 _auncanny valley hypothesis,
_949701
650 _asocial cognition
_949294
700 _aGelder, Beatrice de
_949702
700 _aTakala, Tapio
_949703
773 0 _012374
_916462
_dSage,
_tPerception
_x1468-4233
856 _uhttps://doi.org/10.1177/0301006619869134
942 _2ddc
_cART
999 _c12500
_d12500