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Aspects of visual avatar appearance: self-representation, display type, and uncanny valley
The visual representation of human-like entities in virtual worlds is becoming a very important aspect as virtual reality becomes more and more “social”. The visual representation of a character’s resemblance to a real person and the emotional response to it, as well as the expectations raised, have...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Berlin Heidelberg
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8211459/ https://www.ncbi.nlm.nih.gov/pubmed/34177022 http://dx.doi.org/10.1007/s00371-021-02151-0 |
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author | Hepperle, Daniel Purps, Christian Felix Deuchler, Jonas Wölfel, Matthias |
author_facet | Hepperle, Daniel Purps, Christian Felix Deuchler, Jonas Wölfel, Matthias |
author_sort | Hepperle, Daniel |
collection | PubMed |
description | The visual representation of human-like entities in virtual worlds is becoming a very important aspect as virtual reality becomes more and more “social”. The visual representation of a character’s resemblance to a real person and the emotional response to it, as well as the expectations raised, have been a topic of discussion for several decades and have been debated by scientists from different disciplines. But as with any new technology, the findings may need to be reevaluated and adapted to new modalities. In this context, we make two contributions which may have implications for how avatars should be represented in social virtual reality applications. First, we determine how default and customized characters of current social virtual reality platforms appear in terms of human likeness, eeriness, and likability, and whether there is a clear resemblance to a given person. It can be concluded that the investigated platforms vary strongly in their representation of avatars. Common to all is that a clear resemblance does not exist. Second, we show that the uncanny valley effect is also present in head-mounted displays, but—compared to 2D monitors—even more pronounced. |
format | Online Article Text |
id | pubmed-8211459 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Springer Berlin Heidelberg |
record_format | MEDLINE/PubMed |
spelling | pubmed-82114592021-06-21 Aspects of visual avatar appearance: self-representation, display type, and uncanny valley Hepperle, Daniel Purps, Christian Felix Deuchler, Jonas Wölfel, Matthias Vis Comput Original Article The visual representation of human-like entities in virtual worlds is becoming a very important aspect as virtual reality becomes more and more “social”. The visual representation of a character’s resemblance to a real person and the emotional response to it, as well as the expectations raised, have been a topic of discussion for several decades and have been debated by scientists from different disciplines. But as with any new technology, the findings may need to be reevaluated and adapted to new modalities. In this context, we make two contributions which may have implications for how avatars should be represented in social virtual reality applications. First, we determine how default and customized characters of current social virtual reality platforms appear in terms of human likeness, eeriness, and likability, and whether there is a clear resemblance to a given person. It can be concluded that the investigated platforms vary strongly in their representation of avatars. Common to all is that a clear resemblance does not exist. Second, we show that the uncanny valley effect is also present in head-mounted displays, but—compared to 2D monitors—even more pronounced. Springer Berlin Heidelberg 2021-06-17 2022 /pmc/articles/PMC8211459/ /pubmed/34177022 http://dx.doi.org/10.1007/s00371-021-02151-0 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Original Article Hepperle, Daniel Purps, Christian Felix Deuchler, Jonas Wölfel, Matthias Aspects of visual avatar appearance: self-representation, display type, and uncanny valley |
title | Aspects of visual avatar appearance: self-representation, display type, and uncanny valley |
title_full | Aspects of visual avatar appearance: self-representation, display type, and uncanny valley |
title_fullStr | Aspects of visual avatar appearance: self-representation, display type, and uncanny valley |
title_full_unstemmed | Aspects of visual avatar appearance: self-representation, display type, and uncanny valley |
title_short | Aspects of visual avatar appearance: self-representation, display type, and uncanny valley |
title_sort | aspects of visual avatar appearance: self-representation, display type, and uncanny valley |
topic | Original Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8211459/ https://www.ncbi.nlm.nih.gov/pubmed/34177022 http://dx.doi.org/10.1007/s00371-021-02151-0 |
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