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http://dx.doi.org/10.9717/kmms.2022.25.7.964

A study on the Effect of Surface Processing and Expression Elements of Game Characters on the Uncanny Valley Phenomenon  

Yin, Shuo Han (Department of Design, Zhejiang Normal University)
Kwon, Mahn Woo (Dept. of Media Content, College of Arts, Kyungsung University)
Hwang, Mi Kyung (Dept. of Media Content, College of Arts, Kyungsung University)
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Abstract
The Uncanny Valley phenomenon has already been deemed as theoretical, and the characteristics of game character expression elements for the Uncanny Valley phenomenon were recognized through case analysis as well. By theoretical consideration and case studies, it was found out that the influential elements of the Uncanny Valley phenomenon can be classified as two primary factors: character surface treatment and facial expression animation. The prepared experimental materials and adjectives were measured to be Five-Point Likert Scale. The measured results were evaluated for both influence and comparative analysis through essential statistical analysis and Repeated Measuring ANOVA in SPSS. The conclusions which were drawn from this research are as follows: The surface treatment of characters did not substantially affect the Uncanny Valley phenomenon. Instead, character's expression animation had a significant impact on the Uncanny Valley phenomenon, which also led to another conclusion that the facial expression animation had an overall deeper impact on Uncanny Valley phenomenon compared with character's surface treatment. It was the unnatural facial expression animation that controlled all of the independent variables and also caused the Uncanny Valley phenomenon. In order for game characters to evade the Uncanny Valley phenomenon and enhance game immersion, the facial expression animation of the character must be done spontaneously.
Keywords
Game Character; Uncanny Valley; Surface Treatment; Facial Expression;
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Times Cited By KSCI : 2  (Citation Analysis)
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