The Uncanny Valley phenomenon refers to the feeling of unease that arises when interacting with characters that appear almost, but not quite, human-like. First theorised by Masahiro Mori in 1970, it has since been widely observed in different contexts from humanoid robots to video games, in which it can result in players feeling uncomfortable or disconnected from the game, leading to a lack of immersion and potentially reducing the overall enjoyment. The phenomenon has been observed and described mostly through behavioural studies based on self-reported scales of uncanny feeling: however, there is still no consensus on its cognitive and perceptual origins, which limits our understanding of its impact on player experience. In this paper, we present a study aimed at identifying the mechanisms that trigger the uncanny response by collecting and analysing both self-reported feedback and EEG data.
翻译:恐怖谷现象是指在与几乎与人类相似但又并非完全相像的角色互动时产生的不安感。该概念由Masahiro Mori于1970年首次提出,随后在从类人机器人到电子游戏等多种情境中被广泛观察到。在游戏中,这一现象可能导致玩家感到不适或与游戏脱节,从而破坏沉浸感,甚至降低整体体验乐趣。目前,对该现象的观察和描述主要基于自我报告量表的行为学研究:然而,关于其认知和感知起源仍缺乏共识,这限制了我们对其在玩家体验中影响机制的理解。本文通过收集并分析自我报告反馈与脑电图数据,旨在识别触发恐怖反应的内在机制。