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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.show moreshow less

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Metadaten
Document Type:Conference Proceeding
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):License LogoUrheberrechtlich geschützt
Comment:
Konferenz: CHI PLAY '15. The annual symposium on Computer-Human Interaction in Play, London (United Kingdom), October 03-07 2015