Data of uncanny valley of a virtual animal

  • Alexandra Sierra Rativa (Contributor)
  • Marie Šafář (Contributor)
  • Menno van Zaanen (North West University) (Contributor)



Virtual robots, including virtual animals, are expected to have a future impact within affective and aesthetic interfaces, serious games, video instruction, and the personalization of educational instruction. The actual impact depends much on how virtual characters are perceived by users and the uncanny valley theory has shown that the design of virtual characters can affect user experiences. This research explores whether the uncanny valley effect, which has already been found for the human-like appearance of virtual characters, can also be found for animal-like appearances. The main questions: ● RQ1. Ranking Does the expert-based ranking of virtual animals lead to different uncanny valley effects than the participant-based ranking of virtual animals? ● RQ2. Movement Does movement of the virtual animals amplify the affinity responses (changes in familiarity, commonality, naturalness, attractiveness, interestingness, and animateness) compared to still images of the virtual animals? ● RQ3. Morbidity Does a morbid virtual animal (e.g., one with zombie features) elicit more negative familiarity, commonality, naturalness, attractiveness, interestingness, and animateness than other characters? You can have access to experimental data in SPSS, videos of the survey II, and images used in the survey I and II.
Date made available18 Feb 2022

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