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measuring the uncanny valley effect in light of how ob-servers’ categorize mobile, humanoid, and android robots and 3D computer-animated characters. To address the ef-fects of categorical perception and anthropomorphism, card sorting is applied to determine how untrained observers cat-egorize robots, computer-animated characters, and real hu-
28 Οκτ 2016 · The present study seeks to improve these indices for measuring the uncanny valley effect in light of how observers categorize mobile, humanoid, and android robots and 3D computer animated characters.
Abstract Using a hypothetical graph, Masahiro Mori pro-posed in 1970 the relation between the human likeness of robots and other anthropomorphic characters and an observer’s affective or emotional appraisal of them. The relation is positive apart from a U-shaped region known as the uncanny valley. To measure the relation, we previously
12 Ιουν 2012 · Movement is fundamental to animals—including human beings—and thus to robots as well. Its presence changes the shape of the uncanny valley graph by amplifying the peaks and valleys, as shown ...
Measuring the Uncanny Valley Effect. The revised indices enable empirical relations among characters to be plotted similarly to Mori’s graph of the uncanny valley, and can be used to enhance the design of androids and 3D computer animated characters.
The uncanny valley effect denotes a dip in the positive relation between a robot's human likeness and likeability. This paper provides first evidence that this design-guiding effect is not limited to humanoids, but extends to zoomorphic robots. In a ...
1 Νοε 2010 · The apparent independence of the humanness and eeriness indices enables anthropomorphic characters to be plotted along nearly orthogonal axes, as implied by Mori’s (1970) original graph of the uncanny valley. Confirmatory factor analysis was used to verify the theoretical structure of the indices.