Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator
- 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 inVideo 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.…
Document Type: | Conference Proceeding |
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Conference Type: | Konferenzartikel |
Zitierlink: | https://opus.hs-offenburg.de/4372 | Bibliografische Angaben |
Title (English): | Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator |
Conference: | The annual symposium on Computer-Human Interaction in Play (CHI PLAY '15), London, United Kingdom, October 5-7, 2015 |
Author: | Valentin Schwind, Katrin Wolf, Niels Henze, Oliver KornStaff MemberORCiDGND |
Year of Publication: | 2015 |
Creating Corporation: | Association for Computing Machinery |
Place of publication: | New York |
Publisher: | ACM Press |
First Page: | 221 |
Last Page: | 230 |
Parent Title (English): | Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play |
ISBN: | 978-1-4503-3466-2 |
DOI: | https://doi.org/10.1145/2793107.2793116 |
Language: | English | Inhaltliche Informationen |
Institutes: | Forschung / ACI - Affective and Cognitive Institute |
Fakultät Medien und Informationswesen (M+I) (bis 21.04.2021) | |
Institutes: | Bibliografie | Formale Angaben |
Open Access: | Closed Access |
Licence (German): | ![]() |
Comment: | Konferenz: CHI PLAY '15. The annual symposium on Computer-Human Interaction in Play, London (United Kingdom), October 03-07 2015 |