Unfamiliar or Defamiliarization: The Uncanny Valley in Interactive Artwork Installations
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This paper proposes a new approach to analyzing interactive artwork based on the uncanny valley theory. The uncanny valley theory is currently used in robotic technology and computer graphics for making digital humans. Recently, interactive artwork installations similar to robotic or digital human devices have been developed using various digital technologies. Humans feel that not only a robot’s appearance but also its performance is uncanny. This study performed a new type of interactive artwork analysis based on the uncanny valley theory. Audience members experienced two conflicting uncanny emotions when participating in the interactive artwork installation: “unfamiliar” in participating or “defamiliarization” in aesthetics or being contradictory. Audience members can have a novel experience by participating in interactive artwork and overcoming the uncanny valley. Through the new approach to the uncanny valley in interactive artwork, audience members will experience artistic value and expand their experiences by interacting with new technologies and content for human lifestyles.
Abstract
This paper proposes a new approach to analyzing interactive artwork based on the uncanny valley theory. The uncanny valley theory is currently used in robotic technology and computer graphics for making digital humans. Recently, interactive artwork installations similar to robotic or digital human devices have been developed using various digital technologies. Humans feel that not only a robot’s appearance but also its performance is uncanny. This study performed a new type of interactive artwork analysis based on the uncanny valley theory. Audience members experienced two conflicting uncanny emotions when participating in the interactive artwork installation: “unfamiliar” in participating or “defamiliarization” in aesthetics or being contradictory. Audience members can have a novel experience by participating in interactive artwork and overcoming the uncanny valley. Through the new approach to the uncanny valley in interactive artwork, audience members will experience artistic value and expand their experiences by interacting with new technologies and content for human lifestyles.
참고문헌 (23)
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