The uncanny wall

Tinwell, Angela ORCID: 0000-0001-7573-0989, Grimshaw, Mark and Williams, Andrew ORCID: 0000-0002-2552-4383 (2011) The uncanny wall. International Journal of Arts and Technology, 4 (3). pp. 326-341. ISSN 1754-8853

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This paper proposes that increasing technological sophistication in the creation of realism for human-like, virtual characters is matched by increasing technological discernment on the part of the viewer. One of the goals for achieving a realism that is believable for virtual characters is to overcome the Uncanny Valley where perceived strangeness or familiarity is rated against perceived human-likeness. Empirical evidence shows the uncanny can be applied to virtual characters, yet implies a more complex picture than the shape of a deep valley with a sharp gradient as depicted in Mori's original plot of the Uncanny Valley. Our results imply that: (1) perceived familiarity is dependent upon a wider range of variables other than appearance and behaviour; and (2) for realistic, human-like characters the Uncanny Valley is an impossible traverse, is not supported fully by empirical evidence and the concept is better replaced with the notion of an Uncanny Wall.

Item Type: Article
Additional Information: Metadata only available from this repository. Definitive article published in International Journal of Arts and Technology Copyright © 2004-2011 Inderscience Enterprises Limited.
Uncontrolled Keywords: Uncanny Valley, video games, realism, Uncanny Wall, overcoming, impossible traverse, human-like, virtual characters, strangeness, familiarity
Divisions: School of Creative Technologies > Games Computing and software engineering
Depositing User: Scott Wilson
Date Deposited: 26 Nov 2013 12:52
Last Modified: 08 Mar 2018 09:25
Identification Number: 10.1504/IJART.2011.041485

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