Related papers: Evaluating the Uncanny Valley Effect in Dark Color…
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…
The purpose of this review article is to provide a bibliographical as well as evidence-based visual guide regarding the effect of ``Uncanny Valley'' (UV) and how it profoundly influences medical virtual reality simulation-based training.…
As artificial intelligence (AI) systems become increasingly sophisticated at generating synthetic human faces, understanding how these images are perceived across diverse populations is important. This study investigates how autistic…
Loosely based on principles of similarity-attraction, robots intended for social contexts are being designed with increasing human similarity to facilitate their reception by and communication with human interactants. However, the…
Virtual humans (VH) have been used in Computer Graphics (CG) for many years, and perception studies have been applied to understand how people perceive them. Some studies have already examined how realism impacts the comfort of viewers. In…
Animations have become increasingly realistic with the evolution of Computer Graphics (CG). In particular, human models and behaviors were represented through animated virtual humans, sometimes with a high level of realism. In particular,…
An increasing number of online interaction settings now provide the possibility to visually represent oneself via an animated avatar instead of a video stream. Benefits include protecting the communicator's privacy while still providing a…
Virtual humans play a pivotal role in social virtual environments, shaping users' VR experiences. The diversity in available options and users' preferences can result in a heterogeneous mix of appearances among a group of virtual humans.…
This study explores human perceptions of intelligent agents by comparing interactions with a humanoid robot and a virtual human avatar, both utilizing GPT-3 for response generation. The study aims to understand how physical and virtual…
Visual appearance is an important aspect influencing the perception and consequent acceptance of Embodied Conversational Agents (ECA). To this end, the Uncanny Valley theory contradicts the common assumption that increased humanization of…
Creating human digital doubles is becoming easier and much more accessible to everyone using consumer grade devices. In this work, we investigate how avatar style (realistic vs cartoon) and avatar familiarity (self, acquaintance, unknown…
Virtual Reality (VR) has recently gained traction with many new and ever more affordable devices being released. The increase in popularity of this paradigm of interaction has given birth to new applications and has attracted casual…
This paper proposes a perceptual visual analysis regarding the personality of virtual humans. Many studies have presented findings regarding the way human beings perceive virtual humans with respect to their faces, body animation, motion in…
Identification within media, whether with real or fictional characters, significantly impacts users, shaping their behavior and enriching their social and emotional experiences. Immersive media, like video games, utilize virtual entities…
Emerging technologies, particularly artificial intelligence (AI), and more specifically Large Language Models (LLMs) have provided malicious actors with powerful tools for manipulating digital discourse. LLMs have the potential to affect…
Despite rapid advances in computer graphics, creating high-quality photo-realistic virtual portraits is prohibitively expensive. Furthermore, the well-know ''uncanny valley'' effect in rendered portraits has a significant impact on the user…
Computer Graphics (CG) advancements have allowed the creation of more realistic Virtual Humans (VH) through modern techniques for animating the VH body and face, thereby affecting perception. From traditional methods, including blend…
Virtual Humans (VHs) were first developed more than 50 years ago and have undergone significant advancements since then. In the past, creating and animating VHs was a complex task. However, contemporary commercial and freely available…
With the increasing popularity of augmented and virtual reality, retailers are now focusing more towards customer satisfaction to increase the amount of sales. Although augmented reality is not a new concept but it has gained much needed…
Trust is a fundamental component of human-agent interaction. With the increasing presence of artificial agents in daily life, it is essential to understand how people perceive and trust these agents. One of the key challenges affecting this…