INTERFACES IMERSIVAS E A EXPERIÊNCIA DO VALE DA ESTRANHEZA EM PERSONAGENS VIRTUAIS

The growth of immersive technologies and the emergence of the metaverse have driven the need to create more realistic virtual characters in order to provide immersive and more compelling experiences. However, as these characters approach human realism, the phenomenon of the “Uncanny Valley” arises, which describes the discomfort generated by the perception of flaws in quasi-human characters. This work investigates how different visualization technologies influence the perception of similarity, strangeness, and sympathy in 3D humanoid characters with facial and body movements. Experiments were conducted with immersive environments, exploring the effect of realism and the dynamics of these characters' movements on the user experience. The results indicate that immersive devices can mitigate the perception of strangeness, contributing to greater realism and acceptance of characters in digital media.

Authors

Publication Details

Journal
Revista AKEDIA Versões Negligências e Outros Mundos
Published
2025-01-01
DOI
https://doi.org/10.33726/akedia2447-7656v17a112025p108a123
Primary Topic
Cultural, Media, and Literary Studies
Type
article
Field-Weighted Citation Impact
0.00
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article

INTERFACES IMERSIVAS E A EXPERIÊNCIA DO VALE DA ESTRANHEZA EM PERSONAGENS VIRTUAIS

Sergio Carlos PORTARI
Revista AKEDIA Versões Negligências e Outros Mundos
Cultural, Media, and Literary Studies
article

INTERFACES IMERSIVAS E A EXPERIÊNCIA DO VALE DA ESTRANHEZA EM PERSONAGENS VIRTUAIS

Sergio Carlos PORTARI
article en

Abstract

The growth of immersive technologies and the emergence of the metaverse have driven the need to create more realistic virtual characters in order to provide immersive and more compelling experiences. However, as these characters approach human realism, the phenomenon of the “Uncanny Valley” arises, which describes the discomfort generated by the perception of flaws in quasi-human characters. This work investigates how different visualization technologies influence the perception of similarity, strangeness, and sympathy in 3D humanoid characters with facial and body movements. Experiments were conducted with immersive environments, exploring the effect of realism and the dynamics of these characters' movements on the user experience. The results indicate that immersive devices can mitigate the perception of strangeness, contributing to greater realism and acceptance of characters in digital media.

Revista AKEDIA Versões Negligências e Outros MundosVol. 17
Openalex Percentile: Top 80%
Cultural, Media, and Literary Studies
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