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Updated: Sep 10, 2025

Virtual Reality Experiments with Physiological Measures
Published on: August 29, 2018
The uncanny valley effect and immune activation in virtual reality
Esther K Diekhof1, Svenja Kastner2, Donna Deinert3,2
1Department of Biology, Neuroendocrinology and Human Biology Unit, Institute for Animal Cell- and Systems Biology, Faculty of Mathematics, Informatics and Natural Sciences, Universität Hamburg, Hamburg, Germany. esther.diekhof@uni-hamburg.de.
The uncanny valley effect in virtual reality triggers immune responses similar to real pathogen threats. Uncanny virtual agents increased salivary immunoglobulin A (sIgA) levels, suggesting an evolved defense mechanism against perceived contagion.
Area of Science:
- Psychology
- Immunology
- Human-Computer Interaction
Background:
- The uncanny valley describes observer discomfort with nearly human-like virtual agents.
- The Pathogen Avoidance Hypothesis links this discomfort to evolved pathogen avoidance mechanisms.
- It remains unclear if uncanny agents elicit mucosal immune responses, especially when avoidance is impossible.
Purpose of the Study:
- To investigate the relationship between the uncanny valley effect and mucosal immune responses.
- To compare changes in salivary immunoglobulin A (sIgA) levels when encountering different virtual agents.
- To determine if virtual reality presence influences this immune response.
Main Methods:
- Developed three sets of virtual agents: cartoon, uncanny, and realistic.
- Participants engaged in a social virtual reality (VR) task requiring close approach.
- Measured changes in salivary immunoglobulin A (sIgA) levels before and after VR interaction.
Main Results:
- Uncanny virtual agents, despite being more human-like than cartoon agents, significantly increased sIgA release.
- This immune response was linked to the level of presence and involvement in the virtual reality environment.
- Conscious evaluations of anxiety or eeriness did not correlate with increased sIgA.
Conclusions:
- Perception of uncanniness in VR can automatically trigger mucosal immune responses, similar to real contagion threats.
- This suggests an error-management bias in perceptual systems, prioritizing false positives for potential contagion cues.
- Virtual reality presence is crucial for activating these immune responses via uncanny agents.
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