Related Experiment Video
Updated: Nov 1, 2025

Perceptual and Category Processing of the Uncanny Valley Hypothesis' Dimension of Human Likeness: Some Methodological Issues
Published on: June 3, 2013
Aspects of visual avatar appearance: self-representation, display type, and uncanny valley
Daniel Hepperle1,2, Christian Felix Purps1, Jonas Deuchler1
1Faculty of Computer Science and Business Information Systems, Karlsruhe University of Applied Sciences, Karlsruhe, Germany.
Abstract:
The visual representation of human-like entities in virtual worlds is becoming a very important aspect as virtual reality becomes more and more "social". The visual representation of a character's resemblance to a real person and the emotional response to it, as well as the expectations raised, have been a topic of discussion for several decades and have been debated by scientists from different disciplines. But as with any new technology, the findings may need to be reevaluated and adapted to new modalities. In this context, we make two contributions which may have implications for how avatars should be represented in social virtual reality applications. First, we determine how default and customized characters of current social virtual reality platforms appear in terms of human likeness, eeriness, and likability, and whether there is a clear resemblance to a given person. It can be concluded that the investigated platforms vary strongly in their representation of avatars. Common to all is that a clear resemblance does not exist. Second, we show that the uncanny valley effect is also present in head-mounted displays, but-compared to 2D monitors-even more pronounced.
Related Concept Videos
Impression Management Techniques I: Managing Appearances
Self-Presentation
Self-Evaluation: Self-Enhancement and Self-Verification
Strategies of Self-Presentation II: Self-Verification
Self-Presentation: Self-Monitoring and Self-Handicapping
Social Foundations of Self IV: Self in Digital Communication

