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Tinwell, A., Grimshaw, M., & Abdel Nabi, D. (2014). The uncanny valley and nonverbal communication in virtual characters. In J. Tanenbaum, M. Seif El-Nasr & M. Nixon (Eds), Nonverbal Communication in Virtual Worlds: Understanding and Designing Epressive Characters (pp. 325–341).ETC Press. 
Added by: sirfragalot (02/08/2014 12:21:08 PM)   
Resource type: Book Article
ID no. (ISBN etc.): 978-1-304-81204-9
BibTeX citation key: Tinwell2014
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Categories: General
Keywords: Uncanny
Creators: Abdel Nabi, Grimshaw, Nixon, Seif El-Nasr, Tanenbaum, Tinwell
Publisher: ETC Press
Collection: Nonverbal Communication in Virtual Worlds: Understanding and Designing Epressive Characters
Views: 4/304
This chapter provides an overview of a current research project investigating the Uncanny Valley phenomenon in realistic, human-like virtual characters. The research methods used in this work include a retrospective of both empirical studies and philosophical writings on the Uncanny.

No other research has explored the notion that realistic, human-like, virtual characters are regarded less favorably due to a perceived diminished degree of responsiveness in facial expression, specifically, nonverbal communication (NVC) in the upper face
region. So far, this research project has provided the first empirical evidence to test the Uncanny Valley phenomenon in the domain of animated video game characters with speech, as opposed to just still, unresponsive images, as used in previous studies. Based on the results of these experiments, a conceptual framework of the Uncanny Valley in virtual characters has been authored to allow developers to design either for or against the uncanny for antipathetic or empathetic-type characters.

This research is relevant to embodied conversational agents used in a wider context such as therapeutic and e-learning applications and has an outreach to the disciplines of psychology, social psychology, game studies, animation and graphics, and human computer interaction.

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