3D HUMANOID CHARACTERS IN AUGMENTED AND VIRTUAL REALITY: DEVELOPMENT OF IMMERSIVE ENVIRONMENTS AND EVALUATION OF THE PERCEPTION OF THE UNSTRANGE VALLEY
DOI:
https://doi.org/10.56238/revgeov17n5-106Keywords:
Uncanny Valley, Virtual and Augmented Reality, Facial and Bodily Movements, Humanoid Characters, PerceptionAbstract
With the advancement of immersive technologies and the growing use of humanoid characters in digital games, simulations, training systems, and educational applications, it becomes necessary to understand how different visualization modes influence users’ perception of these characters. This paper presents the development of augmented reality and virtual reality environments to evaluate the perception of the Uncanny Valley in 3D humanoid characters with facial and body movements. The study compares three visualization conditions: computer monitor, virtual reality headset, and augmented reality headset. The methodological approach is quantitative, using Likert-scale questionnaires and statistical analysis through one-way ANOVA and Tukey post-hoc tests. The results indicate that the type of display influences the perception of similarity, strangeness, likability, presence, and movement naturalness. Immersive devices tend to attenuate perceived strangeness, whereas computer monitors tend to intensify perceptual discomfort in characters with facial and body movements. The augmented reality headset presents favorable performance in the perception of similarity and likability, while the virtual reality headset stands out in measures associated with presence and naturalness under specific conditions. It is concluded that the development of humanoid characters for immersive media should consider not only visual realism, but also the type of display and the dynamic naturalness of movements.
Downloads
References
AGRESTI, A.; FINLAY, B. Métodos estatísticos para as ciências sociais. Porto Alegre: Penso, 2021.
AZUMA, R. T. A survey of augmented reality. Presence: Teleoperators and Virtual Environments, v. 6, n. 4, p. 355-385, 1997.
AZUMA, R. et al. Recent advances in augmented reality. IEEE Computer Graphics and Applications, v. 21, n. 6, p. 34-47, 2001.
BARTNECK, C. et al. Measurement instruments for the anthropomorphism, animacy, likeability, perceived intelligence, and perceived safety of robots. International Journal of Social Robotics, v. 1, p. 71-81, 2009.
BURDEA, G. C.; COIFFET, P. Virtual reality technology. 2. ed. Hoboken: Wiley, 2003.
FAUL, F. et al. Statistical power analyses using G*Power 3.1: tests for correlation and regression analyses. Behavior Research Methods, v. 41, n. 4, p. 1149-1160, 2009.
FREUD, S. O estranho. In: FREUD, S. Obras completas. São Paulo: Companhia das Letras, 2017.
HEPPERLE, D. et al. Aspects of visual avatar appearance: self-representation, display type, and uncanny valley. The Visual Computer, v. 38, n. 4, p. 1227-1244, 2022.
HO, C. C.; MACDORMAN, K. F. Revisiting the uncanny valley theory: developing and validating an alternative to the Godspeed indices. Computers in Human Behavior, v. 26, n. 6, p. 1508-1518, 2010.
HO, C. C.; MACDORMAN, K. F. Measuring the uncanny valley effect. International Journal of Social Robotics, v. 9, p. 129-139, 2017.
JENTSCH, E. On the psychology of the uncanny. Angelaki, v. 2, n. 1, p. 7-16, 1997.
JIANG, L. et al. Investigating the uncanny valley effect for virtual characters: visual and motion factors. Computers & Graphics, 2022.
KÄTSYRI, J. et al. A review of empirical evidence on different uncanny valley hypotheses: support for perceptual mismatch as one road to the valley of eeriness. Frontiers in Psychology, v. 6, 2015.
LUGRIN, J.; LATT, J.; LATOSCHIK, M. E. Anthropomorphism and illusion of virtual body ownership. In: INTERNATIONAL CONFERENCE ON ARTIFICIAL REALITY AND TELEXISTENCE AND EUROGRAPHICS SYMPOSIUM ON VIRTUAL ENVIRONMENTS. Proceedings [...]. Eurographics Association, 2015.
MAROCO, J. Análise estatística com o SPSS Statistics. 7. ed. Lisboa: ReportNumber, 2021.
MILGRAM, P. et al. Augmented reality: a class of displays on the reality-virtuality continuum. In: SPIE TELEMANIPULATOR AND TELEPRESENCE TECHNOLOGIES. Proceedings [...]. 1995. p. 282-292.
MONTGOMERY, D. C. Design and analysis of experiments. 8. ed. Hoboken: Wiley, 2013.
MORI, M.; MACDORMAN, K. F.; KAGEKI, N. The uncanny valley [from the field]. IEEE Robotics & Automation Magazine, v. 19, n. 2, p. 98-100, 2012.
MYSTAKIDIS, S. Metaverse. Encyclopedia, v. 2, n. 1, p. 486-497, 2022.
RABE-HESKETH, S.; EVERITT, B. S. A handbook of statistical analyses using Stata. 4. ed. Boca Raton: Chapman & Hall/CRC, 2007.
SEYMOUR, M. et al. Crossing the uncanny valley? Understanding affinity, trustworthiness, and preference for realistic digital humans in immersive environments. ACM Transactions on Graphics, 2021.
SLATER, M.; SANCHEZ-VIVES, M. V. Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, v. 3, 2016.
TORI, R.; HOUNSELL, M. S.; KIRNER, C. Realidade virtual e aumentada: conceitos, projeto e aplicações. Porto Alegre: SBC, 2018.
YAN, Y. Exploring the uncanny valley effect in virtual reality and augmented reality. 2019. Dissertação (Mestrado) - Dartmouth College, Hanover, 2019.