2018
DOI: 10.1109/tvcg.2018.2794638
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The Effect of Realistic Appearance of Virtual Characters in Immersive Environments - Does the Character's Personality Play a Role?

Abstract: Virtual characters that appear almost photo-realistic have been shown to induce negative responses from viewers in traditional media, such as film and video games. This effect, described as the uncanny valley, is the reason why realism is often avoided when the aim is to create an appealing virtual character. In Virtual Reality, there have been few attempts to investigate this phenomenon and the implications of rendering virtual characters with high levels of realism on user enjoyment. In this paper, we conduc… Show more

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Cited by 111 publications
(51 citation statements)
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“…Despite widespread use in other contexts, only a very small number of VR studies have used the PANAS scale (e.g. Zibrek et al 2018) to investigate user affect; no previous works have used PANAS to study VR crowd simulations, and none have so far investigated user response to varying crowd density in VR.…”
Section: Objectives and Contributionsmentioning
confidence: 99%
“…Despite widespread use in other contexts, only a very small number of VR studies have used the PANAS scale (e.g. Zibrek et al 2018) to investigate user affect; no previous works have used PANAS to study VR crowd simulations, and none have so far investigated user response to varying crowd density in VR.…”
Section: Objectives and Contributionsmentioning
confidence: 99%
“…The same computer-animated model that was rated eerier than its human counterpart in Patel & MacDorman (2015) was not significantly different in the present study. This may indicate how cues about character traits can dilute an index intended to measure eeriness (Zibrek, Kokkinara & McDonnell, 2018). To control for the compounding effects of the doctor's bedside manner and outcome on eeriness, the experiment could administer eeriness scales in a pretest: participants would rate the doctor portrayed by either a real human actor or his digital double in a neutral settingwithout any cues on warmth, coldness, competence, or incompetence, and before the narrative is introduced.…”
Section: Limitations and Future Workmentioning
confidence: 99%
“…Additionally, developing experimental scenarios in which participants have to perform more complex locomotion tasks, e.g., side stepping or passing through narrow hallways, might be necessary to further understand the impact that the motion artifacts have on the sense of self-agency. Finally, in our future work, we would like to explore whether the sense of self-agency is affected when providing tactile feedback [52,53] to participant's body as well as how participants perceive self-agency when embodied to a virtual character with variations on his/her appearance [54,55].…”
Section: Discussionmentioning
confidence: 99%