Uncanny Valley, Neurodiversity and Virtual Avatars
DOI:
https://doi.org/10.56198/ymshq574Keywords:
Virtual Reality (VR), Avatars, Neurodiversity/NeurodivergenceAbstract
This paper examines the intersection of neurodivergence and the uncanny valley effect in virtual reality (VR) environments, focusing on emotional recognition and avatar realism. Three studies employing high-fidelity MetaHuman avatars explored how neurodivergent (ND) and neurotypical (NT) individuals perceive uncanniness and emotional expressions in VR. Across 126 trials per participant, avatars depicted Ekman’s seven universal emotions, with participants rating realism, emotional accuracy, and uncanniness. Findings revealed ND individuals rated avatars as significantly uncannier and displayed lower emotional recognition accuracy than NT participants.
Negative emotions, particularly contempt and disgust, were perceived as uncannier and challenging to recognize. Strong correlations emerged between uncanny ratings and animation quality. These results highlight the nuanced differences in perception between ND and NT individuals and underscore the importance of inclusive design in VR environments for improved accessibility and usability.
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