TY - JOUR
T1 - The uncanny valley
T2 - No need for any further judgments when an avatar looks eerie
AU - Shin, Mincheol
AU - Kim, Se Jung
AU - Biocca, Frank
PY - 2019/5
Y1 - 2019/5
N2 - Considering that a 3D scanning technology allows to create avatars that embody more authentic and rich information about its users, it could be expected that enhancing avatar realism will increase the accuracy of thin-slice judgments of the person represented by the avatar. However, previous studies suggest that the objective realism of avatars may not always lead to positive outcomes, and the activation of negative affect and the aversive motivational system through the uncanny valley effects may rather harm the accuracy of thin-slice judgments by making people distance themselves from available information in avatars. To validate this speculation, a 2 (Realism: Cartoonish vs. Hyper-realistic) x 2 (Animacy: Still vs. Animate) between-subjects experiment (N = 134) was conducted. In support of our prediction, results from an online experiment confirmed that hyper-realistic and animate avatars can induce a greater feeling of eeriness as compared to cartoonish and still avatars. This feeling of eeriness, evoked by the uncanny valley effects, suppressed the amount of information processing oriented for thin-slice judgments, and subsequently decreased the accuracy of extraversion and agreeableness judgments. Further theoretical implications of the findings are discussed.
AB - Considering that a 3D scanning technology allows to create avatars that embody more authentic and rich information about its users, it could be expected that enhancing avatar realism will increase the accuracy of thin-slice judgments of the person represented by the avatar. However, previous studies suggest that the objective realism of avatars may not always lead to positive outcomes, and the activation of negative affect and the aversive motivational system through the uncanny valley effects may rather harm the accuracy of thin-slice judgments by making people distance themselves from available information in avatars. To validate this speculation, a 2 (Realism: Cartoonish vs. Hyper-realistic) x 2 (Animacy: Still vs. Animate) between-subjects experiment (N = 134) was conducted. In support of our prediction, results from an online experiment confirmed that hyper-realistic and animate avatars can induce a greater feeling of eeriness as compared to cartoonish and still avatars. This feeling of eeriness, evoked by the uncanny valley effects, suppressed the amount of information processing oriented for thin-slice judgments, and subsequently decreased the accuracy of extraversion and agreeableness judgments. Further theoretical implications of the findings are discussed.
U2 - 10.1016/j.chb.2019.01.016
DO - 10.1016/j.chb.2019.01.016
M3 - Article
SN - 0747-5632
VL - 94
SP - 100
EP - 109
JO - Computers in Human Behavior
JF - Computers in Human Behavior
ER -