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Investigating the Uncanny Valley Phenomenon Through the Temporal Dynamics of Neural Responses to Virtual Characters

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Open access

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Original language

English

Publication milestones

  • Accepted/In press - 2023
  • Published - 2023

Publication status

Published - 2023

Publisher

IEEE, United States

Book series

  • Book series name: Proceedings of the 2023 IEEE conference on Games
979-8-3503-2278-1

ISBN (Electronic)

979-8-3503-2277-4

Publication IDs

  • Scopus: 85180556743

Host publication title

Proceedings of the IEEE Conference on Game

Abstract

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 different contexts from humanoid robots to video games, in which it can result in players feeling uncomfortable or disconnected from the game, leading to a lack of immersion and potentially reducing the overall enjoyment. The phenomenon has been observed and described mostly through behavioural studies based on self-reported scales of uncanny feeling: however, there is still no consensus on its cognitive and perceptual origins, which limits our understanding of its impact on player experience. In this paper, we present a study aimed at identifying the mechanisms that trigger the uncanny response by collecting and analysing both self-reported feedback and EEG data.
Index Terms—Uncanny Valley, Virtual Characters, Video Games, EEG, ERP, Survey, Perception, Cognition

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Citations
7
Captures
17

Related Event

Title

Conference on Games

Event type

Conference

Degree of recognition

International event

Date

21/08/2023 - 24/08/2023

Location

BostonUnited States