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Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator

Published: 05 October 2015 Publication History

Abstract

Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities. We developed an avatar creation system to examine preferences towards parametrized faces and explore in regard to the Uncanny Valley phenomenon how people design faces that they like or reject. Based on the 3D model of the Caucasian average face, 420 participants generate 1341 faces of positively and negatively associated concepts of both gender. The results show that some characteristics associated with the Uncanny Valley are used to create villains or repulsive faces. Heroic faces get attractive features but are rarely and little stylized. A voluntarily designed face is very similar to the heroine. This indicates that there is a tendency of users to design feminine and attractive but still credible faces.

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  • (2024)A study on the influence of situations on personal avatar characteristicsVisual Computing for Industry, Biomedicine, and Art10.1186/s42492-024-00174-77:1Online publication date: 23-Sep-2024
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      cover image ACM Conferences
      CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
      October 2015
      852 pages
      ISBN:9781450334662
      DOI:10.1145/2793107
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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      Published: 05 October 2015

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      Author Tags

      1. avatar generation
      2. player preferences
      3. uncanny valley
      4. video games
      5. virtual faces

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      CHI PLAY '15 Paper Acceptance Rate 40 of 144 submissions, 28%;
      Overall Acceptance Rate 421 of 1,386 submissions, 30%

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      Cited By

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      • (2024)Balancing The Perception of Cheating Detection, Privacy and Fairness: A Mixed-Methods Study of Visual Data Obfuscation in Remote ProctoringProceedings of the 2024 European Symposium on Usable Security10.1145/3688459.3688474(337-353)Online publication date: 30-Sep-2024
      • (2023)Work vs. Leisure – Differences in Avatar Characteristics Depending on Social SituationsProceedings of the 16th International Symposium on Visual Information Communication and Interaction10.1145/3615522.3615537(1-9)Online publication date: 22-Sep-2023
      • (2023)The Uncanny Effect of Speech: The Impact of Appearance and Speaking on Impression Formation in Human–Robot InteractionsInternational Journal of Social Robotics10.1007/s12369-023-00976-416:6(1265-1280)Online publication date: 13-Apr-2023
      • (2021)How the Visual Design of Video Game Antagonists Affects Perception of MoralityFrontiers in Computer Science10.3389/fcomp.2021.5317133Online publication date: 16-Apr-2021
      • (2021)Does avatar design in educational games promote a positive emotional experience among learners?E-Learning and Digital Media10.1177/204275302199433718:5(422-440)Online publication date: 14-Feb-2021
      • (2021)What’s in a face? The Effect of Faces in Human Robot Interaction2021 30th IEEE International Conference on Robot & Human Interactive Communication (RO-MAN)10.1109/RO-MAN50785.2021.9515378(1024-1030)Online publication date: 8-Aug-2021
      • (2021)Wrestling with Destiny: Storytelling in Perennial GamesInteractive Storytelling10.1007/978-3-030-92300-6_22(236-254)Online publication date: 7-Dec-2021
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      • (2020)Embedding Conversational Agents into ARProceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3374920.3374956(299-310)Online publication date: 9-Feb-2020
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