Abstract

Virtual as compared with real human characters can elicit a sense of uneasiness in human observers, characterized by lack of familiarity and even feelings of eeriness (the “uncanny valley” hypothesis). Here we test the possibility that this alleged lack of familiarity is literal in the sense that people have lesser perceptual expertise in processing virtual as compared with real human faces. Sixty-four participants took part in a recognition memory study in which they first learned a set of faces and were then asked to recognize them in a testing session. We used real and virtual (computer-rendered) versions of the same faces, presented in either upright or inverted orientation. Real and virtual faces were matched for low-level visual features such as global luminosity and spatial frequency contents. Our results demonstrated a higher response bias toward responding “seen before” for virtual as compared with real faces, which was further explained by a higher false alarm rate for the former. This finding resembles a similar effect for recognizing human faces from other than one's own ethnic groups (the “other race effect”). Virtual faces received clearly higher subjective eeriness ratings than real faces. Our results did not provide evidence of poorer overall recognition memory or lesser inversion effect for virtual faces, however. The higher false alarm rate finding supports the notion that lesser perceptual expertise may contribute to the lack of subjective familiarity with virtual faces. We discuss alternative interpretations and provide suggestions for future research.

Highlights

  • Virtual environments and augmented realities are changing the way we perceive “reality” and the way we perceive and interact with its real and virtual inhabitants

  • We used 2×2 within-subjects ANOVAs to analyze the effects of face type and orientation on sensitivity (d′) and response bias (c) indices on the one hand, and hit and false alarm rates on the other

  • Unlike faces of different ethnic groups in humans, virtual, and real faces tend to differ with respect to low-level visual features, which might contribute to differences in perceptual processing

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Summary

Introduction

Virtual environments and augmented realities are changing the way we perceive “reality” and the way we perceive and interact with its real and virtual inhabitants. Even though many individuals frequently encounter realistic virtual characters in video games and other media (e.g., animation films), most of our perceptual expertise is arguably still shaped by our interactions with our biological companions. According to the “uncanny valley” hypothesis (Mori, 1970), artificial entities bearing a near-identical resemblance to real humans elicit a sense of uneasiness, characterized by lack of familiarity and even feelings of eeriness, even though increasingly realistic artificial. Abundant exposure to real human faces from an early life could possibly explain the lack of subjective familiarity with virtual faces. In this case, human observers should possess lesser perceptual expertise in processing virtual as compared with real faces. We investigate whether participants are impoverished in processing virtual faces—that is, faces that are close yet distinguishable computer-generated approximations of real faces

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