Skip to main content

Advertisement

Log in

Analysis of charisma, comfort and realism in CG characters from a gender perspective

  • Original article
  • Published:
The Visual Computer Aims and scope Submit manuscript

Abstract

Realistic characters from movies, games and simulations can make viewers feel strange (discomfort), an effect known as the Uncanny Valley (UV) theory. However, can the genders of CG characters and the genders of viewers change perceived comfort? In addition, can the genders (both characters and viewers) also influence the perceived charisma? Can the realism of a character also influence these aspects? This work aims to evaluate the perception of women and men about female and male characters, created using Computer Graphics (CG), presented in various media (movies, games, computer simulations, among others). Our goal is to answer the following questions: (i) How does the comfort perceived by people of both tested genders (female and male) relate to the genders of the characters? and (ii) Is the charisma influenced by the realism of the characters, considering the subjects and genders of the characters? We conducted perceptual studies on characters created using CG in images and videos through questionnaires. Our results indicated that the gender of the subjects and characters affected comfort, charisma and perceived realism. In addition, we also revisited the aspect of the UV theory (perception of comfort and human likeness) and found coherent curves compared to many works in the literature.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4

Similar content being viewed by others

Notes

  1. https://www.playstation.com/en-us/games/the-last-of-us-part-ii-ps4/.

  2. https://www.playstation.com/en-us/games/horizon-zero-dawn-ps4/.

  3. https://www.statista.com/statistics/871912/character-gender-share-video-games/.

  4. https://screenrant.com/aladdin-will-smith-genie-blue-bad-why/2/.

  5. Copyrighted images reproduced under “fair use policy”.

  6. We used medians due to the statistical tests used in Sect. 4.

  7. Although it could be possible to have two characters with the same median realism level it did not occur, so it was easy to order the 20 characters.

References

  1. Adair-Toteff, C.: Max webers charisma. J. Class. Sociol. 5(2), 189–204 (2005)

    Article  Google Scholar 

  2. Bailey, J.D., Blackmore, K.L.: Gender and the perception of emotions in avatars. In: Proceedings of the Australasian Computer Science Week Multiconference, pp. 1–8 (2017)

  3. Cheetham, M., Pavlovic, I., Jordan, N., Suter, P., Jancke, L.: Category processing and the human likeness dimension of the uncanny valley hypothesis: eye-tracking data. Front. Psychol. 4, 108 (2013)

    Article  Google Scholar 

  4. Dill, V., Flach, L.M., Hocevar, R., Lykawka, C., Musse, S.R., Pinho, M.S.: Evaluation of the uncanny valley in cg characters. In: International Conference on Intelligent Virtual Agents, Springer, pp. 511–513 (2012)

  5. Draude, C.: Intermediaries: reflections on virtual humans, gender, and the uncanny valley. AI Soc. 26(4), 319–327 (2011)

    Article  Google Scholar 

  6. Goethals, G.R., Allison, S.T.: Kings and charisma, lincoln and leadership: an evolutionary perspective. In: Conceptions of Leadership, Springer, pp. 111–124 (2014)

  7. Groves, K.S.: Gender differences in social and emotional skills and charismatic leadership. J. Leadersh. Org. Stud. 11(3), 30–46 (2005)

    Article  Google Scholar 

  8. Hall, J.K., Hutton, S.B., Morgan, M.J.: Sex differences in scanning faces: Does attention to the eyes explain female superiority in facial expression recognition? Cognit. Emotion 24(4), 629–637 (2010)

    Article  Google Scholar 

  9. Hyde, J., Carter, E.J., Kiesler, S., Hodgins, J.K.: Evaluating animated characters: facial motion magnitude influences personality perceptions. ACM Trans. Appl. Percept. (TAP) 13(2), 8 (2016)

    Google Scholar 

  10. Jimenez, J., Zsolnai, K., Jarabo, A., Freude, C., Auzinger, T., Wu, X.C., von der Pahlen, J., Wimmer, M., Gutierrez, D.: Separable subsurface scattering. Comput. Gr. Forum 34, 188–197 (2015)

    Article  Google Scholar 

  11. Kätsyri, J., Förger, K., Mäkäräinen, M., Takala, T.: A review of empirical evidence on different uncanny valley hypotheses: support for perceptual mismatch as one road to the valley of eeriness. Front. Psychol. 6, 390 (2015)

    Article  Google Scholar 

  12. Kätsyri, J., Mäkäräinen, M., Takala, T.: Testing the hypothesis in semirealistic computer-animated film characters: an empirical evaluation of natural film stimuli. Int. J. Hum. Comput. Stud. 97, 149–161 (2017)

    Article  Google Scholar 

  13. Laue, C.: Familiar and strange: gender, sex, and love in the uncanny valley. Multimodal Technol. Interact. 1(1), 2 (2017)

    Article  Google Scholar 

  14. Ma, L., Deng, Z.: Real-time facial expression transformation for monocular rgb video. Comput. Gr. Forum 38, 470–481 (2019)

    Article  Google Scholar 

  15. MacDorman, K.F., Chattopadhyay, D.: Reducing consistency in human realism increases the uncanny valley effect; increasing category uncertainty does not. Cognition 146, 190–205 (2016)

    Article  Google Scholar 

  16. McDonnell, R., Breidt, M., Bülthoff, H.H.: Render me real? Investigating the effect of render style on the perception of animated virtual humans. ACM Trans. Gr. (TOG) 31(4), 1–11 (2012)

    Article  Google Scholar 

  17. Mori, M.: Bukimi no tani [the uncanny valley]. Energy 7, 33–35 (1970)

    Google Scholar 

  18. Riggio, R.E.: Charisma. Encyclopedia Mental Health 1, 387–396 (1998)

    Google Scholar 

  19. Seyama, J., Nagayama, R.S.: The uncanny valley: effect of realism on the impression of artificial human faces presence. Teleoper. Virtual Environ. 16(4), 337–351 (2007)

    Article  Google Scholar 

  20. Tinwell, A., Nabi, D.A., Charlton, J.P.: Perception of psychopathy and the uncanny valley in virtual characters. Comput. Hum. Behav. 29(4), 1617–1625 (2013)

    Article  Google Scholar 

  21. Turner, S.: Charisma reconsidered. J. Class. Sociol. 3(1), 5–26 (2003)

    Article  Google Scholar 

  22. Weber, M.: Legitimate authority and bureaucracy. In: The Theory of Social and Economic Organisation, pp. 328–340 (1947)

  23. Wisessing, P., Zibrek, K., Cunningham, D.W., Dingliana, J., McDonnell, R.: Enlighten me: importance of brightness and shadow for character emotion and appeal. ACM Trans. Gr. (TOG) 39(3), 1–12 (2020)

    Article  Google Scholar 

  24. Zell, E., Aliaga, C., Jarabo, A., Zibrek, K., Gutierrez, D., McDonnell, R., Botsch, M.: To stylize or not to stylize? The effect of shape and material stylization on the perception of computer-generated faces. ACM Trans. Gr. (TOG) 34(6), 184 (2015)

    Google Scholar 

  25. Zell, E., Zibrek, K., McDonnell, R.: Perception of virtual characters. In: ACM SIGGRAPH 2019 Courses, ACM, Los Angeles, USA, pp. 1–17 (2019)

  26. Zibrek, K., Hoyet, L., Ruhland, K., Mcdonnell, R.: Exploring the effect of motion type and emotions on the perception of gender in virtual humans. ACM Trans. Appl. Percept. (TAP) 12(3), 1–20 (2015)

    Article  Google Scholar 

Download references

Funding

Soraia R. Musse was funded by CNPq (Grant Number: 305084/2016-0), and Victor Araujo was funded by CAPES (Grant Number: 88887.608197/2021-00).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Soraia Raupp Musse.

Ethics declarations

Conflict of interest

The authors declare that they have no conflict of interest.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Araujo, V., Dalmoro, B. & Musse, S.R. Analysis of charisma, comfort and realism in CG characters from a gender perspective. Vis Comput 37, 2685–2698 (2021). https://doi.org/10.1007/s00371-021-02214-2

Download citation

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s00371-021-02214-2

Keywords

Navigation