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The uncanny valley of embodied interaction design

Published: 21 June 2014 Publication History

Abstract

The "Uncanny Valley" theory explains the counter-intuitive phenomenon where people may get suddenly uncomfortable with an artificial entity when it becomes very similar to humans. We propose the existence of an "uncanny valley" for embodied interaction, when a user's body motions in the physical space (the locus of interaction) are incompletely mapped into effects in the virtual space (the focus of interaction). It is generally assumed that this mapping should be as veridical as possible to promote seamless embodied interaction. Many design factors (e.g., synchronicity, sensitivity, shared realism) contribute to veridical locus-focus mapping. We intentionally varied the level of veridicality of these different factors, affecting how the user's movements were mapped to virtual effects. Our results indicate that there is a dip (valley) in user preferences when the design contains mixed degrees of veridicality. Thus, when one veridical dimension is limited, designers should likewise reduce the veridicality of other dimensions.

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  1. The uncanny valley of embodied interaction design

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    Franz J Kurfess

    Identified by Mori in 1970 [1,2], the "uncanny valley" effect captures the disconcerting effect that some human-like robots invoke if their features are very similar to those of humans, but not close enough to be fully convincing. With embodied interaction, the gestures and body motions of a user in the real world control an entity in the virtual space. A good match between a motion and its effects leads to increased veridical locus-focus mapping; locus indicates the user's location in the real world, whereas focus refers to the area of attention in the virtual world. While it is not unreasonable to assume that increased veridicality leads to better experiences with embodied interaction, the experiments conducted show that, under certain conditions, this is not the case, leading to an "uncanny valley of embodied interaction." To pin down these conditions, the experiments varied three important factors: sensitivity to a user's motion, temporal synchronicity, and shared physical realism. Different perceptual stimuli that convey varying degrees of veridicality for these factors can lead to a feeling of uncertainty in the user, caused by inconsistent information where one stimulus enhances realism while another reduces it. Although the experiments were limited in the number of participants and tasks, the results are plausible and consistent with my own and others' experiences in embodied interaction. One obstacle to the acceptance of virtual reality headsets, the VR sickness experienced by some users, also seems to be caused by inconsistent sensory input information. While the cause here may be more the inability of the brain to construct a coherent model of the environment due to outright conflicts, mismatches between levels of veridicality among different stimuli are also likely to increase the unsettling experience. The paper is well written, self contained, and accessible to an audience with a limited background in embodied interaction, virtual reality, and related topics. Online Computing Reviews Service

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    cover image ACM Conferences
    DIS '14: Proceedings of the 2014 conference on Designing interactive systems
    June 2014
    1102 pages
    ISBN:9781450329026
    DOI:10.1145/2598510
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Publication History

    Published: 21 June 2014

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    Author Tags

    1. design
    2. embodied interaction
    3. focus of interaction.
    4. locus of interaction
    5. realism
    6. uncanny valley

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    DIS '14
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    DIS '14: Designing Interactive Systems Conference 2014
    June 21 - 25, 2014
    BC, Vancouver, Canada

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    DIS '14 Paper Acceptance Rate 107 of 402 submissions, 27%;
    Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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    Cited By

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    • (2024)Designing for Embodied Sense-making of Mathematics: Perspectives on Directed and Spontaneous Bodily ActionsProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661571(3318-3335)Online publication date: 1-Jul-2024
    • (2023)Exploring Interaction, Movement and Video Game Experience in an Educational VR ExperienceExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585882(1-6)Online publication date: 19-Apr-2023
    • (2023)From Thoughts to Interaction: Designing Controls for Video Playback Gestures with Embodied SchemataExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585769(1-7)Online publication date: 19-Apr-2023
    • (2021)Data through Movement: Designing Embodied Human-Data Interaction for Informal LearningSynthesis Lectures on Visualization10.2200/S01104ED1V01Y202105VIS0138:3(1-127)Online publication date: 8-Aug-2021
    • (2021)Virtual Feed: A Simulated Breastfeeding Experience in Virtual RealityExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451575(1-4)Online publication date: 8-May-2021
    • (2019)Understanding Peripheral Audiences: From Subtle to Full Body GesturesHuman Interaction and Emerging Technologies10.1007/978-3-030-25629-6_76(489-495)Online publication date: 25-Jul-2019
    • (2019)Designing Social Robots at Scales Beyond the HumanoidSocial Robots: Technological, Societal and Ethical Aspects of Human-Robot Interaction10.1007/978-3-030-17107-0_2(13-35)Online publication date: 2-Jul-2019
    • (2018)Framed GuessabilityProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174167(1-12)Online publication date: 21-Apr-2018
    • (2018)Is there an uncanny valley of virtual animals? A quantitative and qualitative investigationInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2017.11.003111:C(49-61)Online publication date: 1-Mar-2018
    • (2017)The value of learning talk: applying a novel dialogue scoring method to inform interaction design in an open-ended, embodied museum exhibitInternational Journal of Computer-Supported Collaborative Learning10.1007/s11412-017-9262-x12:4(343-376)Online publication date: 22-Nov-2017
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