Evaluating the Uncanny Valley Effect in Dark Colored Skin Virtual Humans
December 11, 2023 Β· Declared Dead Β· π SIBGRAPI Conference on Graphics, Patterns and Images
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Authors
Victor Araujo, Angelo Brandelli Costa, Soraia Raupp Musse
arXiv ID
2312.06790
Category
cs.HC: Human-Computer Interaction
Citations
3
Venue
SIBGRAPI Conference on Graphics, Patterns and Images
Last Checked
4 months ago
Abstract
With the rapid advancement of technology, the design of virtual humans has led to a very realistic user experience, such as in movies, video games, and simulations. As a result, virtual humans are becoming increasingly similar to real humans. However, following the Uncanny Valley (UV) theory, users tend to feel discomfort when watching entities with anthropomorphic traits that differ from real humans. This phenomenon is related to social identity theory, where the observer looks for something familiar. In Computer Graphics (CG), techniques used to create virtual humans with dark skin tones often rely on approaches initially developed for rendering characters with white skin tones. Furthermore, most CG characters portrayed in various media, including movies and games, predominantly exhibit white skin tones. Consequently, it is pertinent to explore people's perceptions regarding different groups of virtual humans. Thus, this paper aims to examine and evaluate the human perception of CG characters from different media, comparing two types of skin colors. The findings indicate that individuals felt more comfortable and perceived less realism when watching characters with dark colored skin than those with white colored skin. Our central hypothesis is that dark colored characters, rendered with classical developed algorithms, are considered more cartoon than realistic and placed on the left of the Valley in the UV chart.
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